Web 2.0 Learning Environment
This project resulted in the creation of an interactive Canva ‘poster’ that is used to substitute a missed “Meet the Teacher Night” detailing what my history class is about. The ISTE Standards that are met are 2.1 Learner as the project required the learning of new technology and was to integrate to improve learning. 2.2 Leader and 2.4 Collaborator as I am collaborating with my students, fellow teachers, and parents to lead the learning in my classroom.
TWELS Assignment
This project was a collaborative work in the analysis of different technological tools and how they can be used in the classroom to engage, enhance, and extend the meaningful learning of the students. This project hits the ISTE Standards of 2.1 Learner as the group members are learning about the ways differing tools can be utilized for the benefit of the students. 2.4 Collaborator as we are collaborating on the project as colleagues to improve students ability to discover, share resources, and solve problems. 2.6 Facilitator and 2.7 Analyst as we as educators are researching these tools for the incorporation of our curriculum to support student learning goals and achievement.
PBL WebQuest
In this project, we were tasked to create a Problem-Based Learning WebQuest that could be incorporated in our classrooms. The ISTE Standards that were hit through this design were 2.4 Collaborator as we were tasked with utilizing collaborative discussion of our independent projects at the end of the creation process along with during as a way to formulate ideas. 2.5 Designer was achieved through the WQ being designed as a technological medium to foster meaningful learning and research utilized in the classroom.
Digital Story
In this project, we were tasked with creating a digital story about the integral part of technology in the classroom and the Triple E Framework vs not using technology in the classroom. The ISTE Standards are 2.1 Learner in the sense of myself being the perpetual learner on different media forms and how the technology can be used to improve student learning. 2.2 Leader through taking the practice of digital storytelling into my future classroom and designing content based on this practice. 2.3 Citizen can be hit through creating a public project and being aware of the ethical conduct that should be expressed in the digital world. 2.4 Collaborator, 2.5 Designer, and 2.6 Facilitator will all be hit through the growing of my repertoire of projects that can be used to help the student embody meaningful learning in the technological world.