Thursday, April 2, 2015

ISTE Standards and Creativity

International of Society for Technology for Education defines creativity by students apply existing knowledge to generate new ideas, products or processes, to create original works as a means of personal of group expression, to use models and simulations to explore complex systems and issues and to identify trends and forecast possibilities. As teachers we can "facilitate and inspire student learning and creativity" by promoting, supporting, and modeling creative and innovative thinking & inventiveness, engaging students in exploring real-world issues and solving authentic problems using digital tools & resources, promoting student reflection using collaborative tools to reveal and clarify students' conceptual understanding and thinking planning, & creative processes, and modeling collaborative knowledge construction by engaging in learning with students, colleagues and others in face-to-face and virtual environments. 

A technology project that I have worked on with third graders is that the students used simulations and graphical organizers to explore and depict patterns of growth such as the life cycle of the butterfly. Students worked with three other students and they got to decide on their they of presentation they would use to present the information to the class. They were able to use digital tools and resources to develop a presentation that would show their creativeness. Each group got to pick a butterfly and share facts about the butterfly. Overall, students were able to use graphic organizers to organize their information and having face-to-face conversations with their group to decide what information would be put in their presentation. 

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