top of page

ISTE Standards

1. Facilitate and inspire student learning and creativity

Teachers use their knowledge of subject matter, teaching and learning, and technology to facilitate experiences that advance student learning, creativity, and innovation in both face-to-face and virtual environments

a. Promote, support, and model creative and innovative thinking and inventiveness

b. Engage students in exploring real-world issues and solving authentic problems using digital tools and resources

c. Promote student reflection using collaborative tools to reveal and clarify students’ conceptual understanding and thinking, planning, and creative processes

d. Model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments

Examples

1. Chatterpix- The chatterpix app allows pictures to be uploaded and a voice over can be applied. For my chatterpix, I used a picture of myself and made a brief welcome statement for my future students and parents in my classroom. The app allows a line to be cut on the picture to make it look like the object in the picture is the one talking, just like in mine I am the one talking. This is a great way to make short informational clips that are more engaging and different than just a simple note. Chatterpix meets the requirements of 1a, 1c, and 1d in facilitating and inspiring student learning and creativity. Chatterpix would be a great use of technology in the classroom when wanting students to share something. 

2. EDpuzzle- This website helps turn an informational video into a complete lesson by adding questions into the video. For my EDpuzzle, I found a video that gives a scenario of students working together to solve a problem. Throughout the video I added questions that could help assess my students on the topic and if they were understanding it. The video stops until the question is answered and then resumes. This is a great resource for teachers to use as lesson elements, quizzes, and homework. EDpuzzle incorporates 1a, 1b, 1c, and 1d in facilitating and inspiring student learning and creativity. EDpuzzle allows students to create videos and projects while using a fun technology resource. 

2. Design and develop digital age learning experiences and assessments

Teachers design, develop, and evaluate authentic learning experiences and assessments incorporating contemporary tools and resources to maximize content learning in context and to develop the knowledge, skills, and attitudes identified in the Standards•S.

a. Design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity

b. Develop technology-enriched learning environments that enable all students to pursue their individual curiosities and become active participants in setting their own educational goals, managing their own learning, and assessing their own progress

c. Customize and personalize learning activities to address students’ diverse learning styles, working strategies, and abilities using digital tools and resources

d. Provide students with multiple and varied formative and summative assessments aligned with content and technology standards, and use resulting data to inform learning and teaching

Examples

1. Problem Based Learning Lesson Plan- This is the problem based learning lesson plan I created for a lesson on basic shapes. Problem based learning is a way students work through a problem or question to find a solution or possible outcomes. Problem based learning is inquiry based and has more than one answer or way of doing something, making it more about how the students think and work through things on their own. For this lesson we incorporated standards on basic shapes. From this lesson, I wanted students to be able to recognize the shapes, be able to build their own playground out of those shapes, and then present their ideas to the class. This problem based learning lesson plan incorporates 2a, 2b, 2c, and 2d in designing and developing digital age learning experiences and assessments. 

2. Instructional Video- This is an instructional video I made to use in my  Computational Thinking Lesson Plan. For this particular lesson I used the Bee-Bots to trace the outer edges of shapes. These robots are a great resource to use in any subject lesson. Instructional Robots work when it is given a specific program to complete a task. Programming is a great way to teach students step by step instructions and using the robots is a very engaging tool. Instructional videos meet the requirements of 2a, 2b, and 2c in designing and developing digital age learning experiences and assessments. Instructional videos are simple and easy to make, making it more convenient for teachers to create them for their lesson plans. 

3. Model digital age work and learning

Teachers exhibit knowledge, skills, and work processes representative of an innovative professional in a global and digital society.

a. Demonstrate fluency in technology systems and the transfer of current knowledge to new technologies and situations

b. Collaborate with students, peers, parents, and community members using digital tools and resources to support student success and innovation

c. Communicate relevant information and ideas. Model and facilitate effective use of current and emerging digital tools to locate, analyze, evaluate, and use information resources to support research and learning

Examples

1. Smore Newsletter- This is an example newsletter that I could use in my future classroom. This one is about my open house and a brief overview of what the semester will look like. Smore is a website that creates newsletters and is perfect for teachers to use because educational templates are already available. Online newsletters are convenient for parents to look at what is going on in their child's classroom and not have to worry if their child has brought one home or not. The newsletter is easy to create and more efficient than a paper newsletter. Smore newsletters demonstrate 3a, 3b, and 3c in modelling digital age work and learning. 

2. Jeopardy Game- This is a jeopardy game that I created over a few topics covered throughout a year in kindergarten. I would use this game towards the end of the school year as a reinforcement over the year. This is a fun way to get students engaged and excited. Students learn so much over the course of one school year and to watch students play a game like this, would be a great way for a teacher to assess how much her students understand. This would be a great activity for students to work together in groups. These games can be related to many different topics or have questions over one topic. This jeopardy game models digital age work and learning by meeting the requirements in 3a and 3c. They do not require a lot of time to make so they are convenient for teachers to incorporate into a lesson. 

4. Promote and model digital citizenship and responsibility

Teachers understand local and global societal issues and responsibilities in an evolving digital culture and exhibit legal and ethical behavior in their professional practices. s effectively to students, parents, and peers using a variety of digital age media and formats

a. Advocate, model, and teach safe, legal, and ethical use of digital information and technology, including respect for copyright, intellectual property, and the appropriate documentation of sources

b. Address the diverse needs of all learners by using learner-centered strategies providing equitable access to appropriate digital tools and resources

c. Promote and model digital etiquette and responsible social interactions related to the use of technology and information

d. Develop and model cultural understanding and global awareness by engaging with colleagues and students of other cultures using digital age communication and collaboration tools

 

Examples

1. Digital Citizenship Lesson Plan-  This lesson plan was created to cover the digital citizenship topic, internet safety. If students are going to be using technology in the classroom, especially ones used to get on the internet, students need to know how to be safe on the internet and what the dangers the internet can have. Children need to know the importance of being safe on the internet and keeping personal information private. This lesson plan meets the requirements for 4a and 4c in promoting and modelling digital citizenship and responsibility. Digital citizenship is an important topic for teachers to cover in the classroom before using technology. 

2. Board Game- This video was made to go along with the board game that I  made for my Digital Citizenship Lesson Plan. Incorporating a board game into a lesson plan is a great interactive way to get students engaged in the lesson. This particular board game was based on the game Candy Land but was used to inform students about the Digital Citizenship topic Internet Safety. The game cards had questions regarding internet safety and some were QR codes that linked to videos or other resources that kids would use to answer some questions. The QR codes added digital elements so it was not just the normal board game. Board games can be created based on any topic, but this particular one promotes and models digital citizenship and responsibility by incorporating 4a, 4b, and 4c. 

 

5. Engage in professional growth and leadership

Teachers continuously improve their professional practice, model lifelong learning, and exhibit leadership in their school and professional community by promoting and demonstrating the effective use of digital tools and resources.

a. Participate in local and global learning communities to explore creative applications of technology to improve student learning

b. Exhibit leadership by demonstrating a vision of technology infusion, participating in shared decision making and community building, and developing the leadership and technology skills of others

c. Evaluate and reflect on current research and professional practice on a regular basis to make effective use of existing and emerging digital tools and resources in support of student learning

d. Contribute to the effectiveness, vitality, and self-renewal of the teaching profession and of their school and community

Examples

1. Twitter-  Twitter is a great resource for teachers to connect, share ideas, and learn with other teacher. This twitter page is one I created just for educational purposes. There are many educational profiles on twitter and a lot of educational chats happen daily. Using twitter meets all of the requirements for engaging in professional growth and leadership because it is a great way for teachers to connect globally, share their ideas and what they are doing in the classroom, and learn what works for other teachers. Twitter demonstrates 5a, 5b, 5c, and 5d in engaging in professional growth and leadership. Twitter is one of the most popular social media engines; it is easy to navigate and find new ideas to use in the classroom.

2. E-Portfolio- This E-Portfolio is an example of professional growth and leadership. Examples of my growth in technological skills can be found throughout this E-Portfolio. Before taking the computers in education course, I only knew some general technology skills and did not know very many ways to incorporate technology into the classroom. After the course, I can create entire lesson plans that use technology and different educational programs. I think it is very important for teachers to learn new ways to add technology into the classroom and it is the teachers' responsibility to stay up to date on new devices and programs. This E-Portfolio meets the requirements of 5b, 5c, and 5d. New ways to incorporate technology are always being created, teachers can use E-Portfolios like this one to share with other teachers what they've learned, created, and their insight on technology. 

bottom of page