ISTE Educator Standards

  • 2.1 Learner
    • 2.1.a - Set professional learning goals to explore and apply pedagogical approaches made possible by technology and reflect on their effectiveness.
    • 2.1.b - Pursue professional interests by creating and actively participating in local and global learning networks.
    • 2.1.c - Stay current with research that supports improved student learning outcomes, including findings from the learning sciences.
  • 2.2 Leader
    • 2.2.a - Shape, advance, and accelerate a shared vision for empowered learning with technology by engaging with education stakeholders.
    • 2.2.b - Advocate for equitable access to educational technology, digital content, and learning opportunities to meet the diverse needs of all students.
    • 2.2.c - Model for colleagues the identification, exploration, evaluation, curation, and adoption of new digital resources and tools for learning.
  • 2.3 Citizen
    • 2.3.b - Establish a learning culture that promotes curiosity and critical examination of online resources and fosters digital literacy and media fluency.
  • 2.4 Collaborator
    • 2.4.b - Collaborate and co-learn with students to discover and use new digital resources and diagnose and troubleshoot technology issues.
    • 2.4.d - Demonstrate cultural competency when communicating with students, parents, and colleagues and interact with them as co-collaborators in student learning.
  • 2.5 Designer
    • 2.5.b - Design authentic learning activities aligned with content area standards and use digital tools and resources to maximize active, deep learning.
    • 2.5.c - Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.
  • 2.6 Facilitator
    • 2.6.a - Foster a culture where students take ownership of their learning goals and outcomes in independent and group settings. 2.6.b - Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
    • 2.6.b - Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
    • 2.6.c - Create learning opportunities that challenge students to use a design process and computational thinking to innovate and solve problems.
    • 2.6.d - Model and nurture creativity and creative expression to communicate ideas, knowledge, or connections.
  • 2.7 Analyst
    • 2.7.a - Provide alternative ways for students to demonstrate competency and reflect on their learning using technology.
    • 2.7.b - Use technology to design and implement a variety of formative and summative assessments that accommodate learner needs, provide timely feedback to students and inform instruction.
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