A+Joy+to+Reflect

=JUNE 30, 2009=
 * HOME || EDU 607 || My Curricular Connections || My Reflections || Class Collaboration || Resources ||

 First Grade ESL class My Unit:  Math content : My students in first grade are learning shapes in Math class. The objective of the class is to teach them to identify, build, and name cylinders, cones, and rectangular prisms. They also have to compare and contrast geometric figures. In my first unit I was clear about the kind of technology my students were going to use to achieve our Math objective. We as teachers tend to be clear about what students need to do and how; as teachers we know we have to assist students as much as we can however we sometimes forget to make a plan of how to assist them specifically in what they need. My second unit reflects how my plan as a techer changed and how by using technology I can support my students learning. Through this course I have learned about the importance of technology as the path to get to meaningful learnig-teaching experiences and not just see technology as the product. I trust that by implementing my unit they will be exposed to different kind of input that will permit them to learn easily and meaningfully.
 * How did my first unit change into my second sample? **

**ISTE standards for students:** c. use models and simulations to explore complex systems and issues. ||~  ||<   ||<   ||<   || = ISTE standards for teachers: = **//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. Teachers: //**2. Design and Develop Digital-Age Learning Experiences and Assessments**// Teachers design, develop, and evaluate authentic learning experiences and assessment incorporating contemporary tools and resources to maximize content learning in context and to develop the knowledge, skills, and attitudes identified in the NETS•S. Teachers: Teachers understand local and global societal issues and responsibilities in an evolving digital culture and exhibit legal and ethical behavior in their professional practices. Teachers:
 * < 1. ||< Creativity and Innovation ||
 * <  ||< Students demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology. Students: ||
 * <  || a. apply existing knowledge to generate new ideas, products, or processes.
 * 2. || Communication and Collaboration ||
 * || Students use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others. Students: ||  ||   ||   ||
 * d. || contribute to project teams to produce original works or solve problems. ||
 * 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. ||
 * c. || customize and personalize learning activities to address students' diverse learning styles, working strategies, and abilities using digital tools and resources. ||
 * //4. Promote and Model Digital Citizenship and Responsibility//**
 * 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. ||

=**JUNE 29, 2009**= NING In my unit students will use Ning to upload their work done in the unit "The Joy of Geometry". Ning will be used as a way to share their work and get peer feedback. Students will leave comments on their classmate's pages. Parents and grade level teacher could be invited to join to ning and can be active participants of their children's learning process. I think my K and 1st graders are too little to actually enjoy having to create a Ning page. I will have to be in the classroom and observer their technology development; otherwise I will create every page for them and they will personalize simple features on it.

**ISTE standards for students:** c. use models and simulations to explore complex systems and issues. ||~  ||<   ||<   ||<   || =** ISTE standards for teachers: **= **//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. Teachers: //**2. Design and Develop Digital-Age Learning Experiences and Assessments**// Teachers design, develop, and evaluate authentic learning experiences and assessment incorporating contemporary tools and resources to maximize content learning in context and to develop the knowledge, skills, and attitudes identified in the NETS•S. Teachers: Teachers understand local and global societal issues and responsibilities in an evolving digital culture and exhibit legal and ethical behavior in their professional practices. Teachers:
 * < 1. ||< Creativity and Innovation ||
 * <  ||< Students demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology. Students: ||
 * <  || a. apply existing knowledge to generate new ideas, products, or processes.
 * 2. || Communication and Collaboration ||
 * || Students use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others. Students: ||  ||   ||   ||
 * d. || contribute to project teams to produce original works or solve problems. ||
 * 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. ||
 * c. || customize and personalize learning activities to address students' diverse learning styles, working strategies, and abilities using digital tools and resources. ||
 * //4. Promote and Model Digital Citizenship and Responsibility//**
 * 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. ||

=JUNE 26, 2009= PHOTO STORY For this unit I will use photo story as an introduction to the topic: The Joy of Geometry. Students will be told a story about a girl who is looking for a treasure her teacher described her. In her journey she will go home and try to find it everywhere she goes. Then she goes to school where Mrs. Stoker told her to look for but she could not find it. After that she goes outside and asks to the plants and animals. Very tired of looking for her treasure, asked her teacher where is the last place she could find it. Her teacher suggested her to go and look for food. With this kind of story, students will use their imagination and also reality as a way to connect their background knowledge with the topic of the unit. Students will identify themselves with the character of the story when we start our journey along where we will be looking for shapes at home, at school, outside, and in food. The treasure they will find, is the same one the character in the story is looking for: identify shapes everywhere.

**ISTE standards for students:** c. use models and simulations to explore complex systems and issues. ||~  ||<   ||<   ||<   || =** ISTE standards for teachers: **= **//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. Teachers: //**2. Design and Develop Digital-Age Learning Experiences and Assessments**// Teachers design, develop, and evaluate authentic learning experiences and assessment incorporating contemporary tools and resources to maximize content learning in context and to develop the knowledge, skills, and attitudes identified in the NETS•S. Teachers: Teachers understand local and global societal issues and responsibilities in an evolving digital culture and exhibit legal and ethical behavior in their professional practices. Teachers: =JUNE 25, 2009= POWERPOINT For this unit I will use power point as a way to show my students a summary of the unit. It could be a wonderful teaching tool to show my students all we have done related to Geometry. Using powerpoint will allow me to upload the videos, pictures and stations we have gone through to learn about geometric shapes. With this summary, I will be able to use it as an intervention tool and show low achievers explanations their peers have done to demonstrate understanding in comparing and contrasting shapes.
 * < 1. ||< Creativity and Innovation ||
 * <  ||< Students demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology. Students: ||
 * <  || a. apply existing knowledge to generate new ideas, products, or processes.
 * 2. || Communication and Collaboration ||
 * || Students use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others. Students: ||  ||   ||   ||
 * d. || contribute to project teams to produce original works or solve problems. ||
 * 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. ||
 * c. || customize and personalize learning activities to address students' diverse learning styles, working strategies, and abilities using digital tools and resources. ||
 * //4. Promote and Model Digital Citizenship and Responsibility//**
 * 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. ||

**ISTE standards for teachers:** **//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. Teachers: //**2. Design and Develop Digital-Age Learning Experiences and Assessments**// Teachers design, develop, and evaluate authentic learning experiences and assessment incorporating contemporary tools and resources to maximize content learning in context and to develop the knowledge, skills, and attitudes identified in the NETS•S. Teachers: = =
 * 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. ||
 * c. || customize and personalize learning activities to address students' diverse learning styles, working strategies, and abilities using digital tools and resources. ||

=**JUNE 24, 2009**= MOVIE MAKER In this unit I can use movie maker as a student centered tool. My students will create a movie explaining and following the steps of how to build their shapes. I will use movie maker to create a kid friendly tutorial to show them step by step what they need to do to create their own project. Students will be using video cameras to make their video to be uploaded afterwards. Using video maker will provide students with tools that will enable them to be creative, and it would be especially helpful for students that are not self confident. This project will permit students to collaborate among them. During this project students will work in groups of two. I will give roles to each of them so that they support each other.

**ISTE standards for students:** c. use models and simulations to explore complex systems and issues. ||~  ||<   ||<   ||<   || =** ISTE standards for teachers: **= **//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. Teachers: //**2. Design and Develop Digital-Age Learning Experiences and Assessments**// Teachers design, develop, and evaluate authentic learning experiences and assessment incorporating contemporary tools and resources to maximize content learning in context and to develop the knowledge, skills, and attitudes identified in the NETS•S. Teachers: Teachers understand local and global societal issues and responsibilities in an evolving digital culture and exhibit legal and ethical behavior in their professional practices. Teachers: =JUNE 23, 2009= Kidspiration Unit Plan The joy of geometrics unit is divided into four sub themes; each of them takes a week. The first week we will be doing geometry at home. They will take pictures or draw 5 objects they find at home that have a cylinder, cone or rectangular prism shape. In order for students to guide themselves to find the right objects at home, they will bring home a model of a chart I designed in excel with objects I found that follow the characteristics we are looking for. Once they have their pictures, students will upload them in voice thread and will record their voices explaining what they found and why those objects belong to the group of cylinders, cones or rectangular prisms. During this process I will show students my model of voice thread with my own pictures. Then, I will show them step by step what they need to do to upload their pictures and record their voices. I will identify the students that have more difficulties and will work with them in smaller groups or one on one if necessary. After all the class has their voice thread ready, my students will comment on the pictures of their classmates. Children in K or 1st grade are very shy but with the more use of technology where they have to record their voices, the more self confidence they will be gaining. In this unit the use of technology linked to their home will be a significant connection to their learning process.
 * < 1. ||< Creativity and Innovation ||
 * <  ||< Students demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology. Students: ||
 * <  || a. apply existing knowledge to generate new ideas, products, or processes.
 * 2. || Communication and Collaboration ||
 * || Students use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others. Students: ||  ||   ||   ||
 * d. || contribute to project teams to produce original works or solve problems. ||
 * 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. ||
 * c. || customize and personalize learning activities to address students' diverse learning styles, working strategies, and abilities using digital tools and resources. ||
 * //4. Promote and Model Digital Citizenship and Responsibility//**
 * 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. ||

**ISTE standards for students:** c. use models and simulations to explore complex systems and issues. ||~  ||<   ||<   ||<   || = ISTE standards for teachers: = **//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. Teachers: //**2. Design and Develop Digital-Age Learning Experiences and Assessments**// Teachers design, develop, and evaluate authentic learning experiences and assessment incorporating contemporary tools and resources to maximize content learning in context and to develop the knowledge, skills, and attitudes identified in the NETS•S. Teachers: Teachers understand local and global societal issues and responsibilities in an evolving digital culture and exhibit legal and ethical behavior in their professional practices. Teachers:
 * < 1. ||< Creativity and Innovation ||
 * <  ||< Students demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology. Students: ||
 * <  || a. apply existing knowledge to generate new ideas, products, or processes.
 * 2. || Communication and Collaboration ||
 * || Students use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others. Students: ||  ||   ||   ||
 * d. || contribute to project teams to produce original works or solve problems. ||
 * 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. ||
 * c. || customize and personalize learning activities to address students' diverse learning styles, working strategies, and abilities using digital tools and resources. ||
 * //4. Promote and Model Digital Citizenship and Responsibility//**
 * 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. ||

= **JUNE 22, 2009**= IGOOGLE For this unit I can use igoogle to upload videos my students have made using their shapes concept. This kind of technology could be used in such a way that we could be updated in a topic or a specific page. It could be used as a resource center where they can go and look for information that I as a teacher have classified as important for the subject. This resource is mainly used for students in high levels, I do not think I will use it with K or 1st grade. But I will defeinitevely use it as a communication bridge for parents to support their children at home by means of a blog where teachers can write and ask questions and be in contact with what it is happening in the classroom. For teachers it is a way to have a site to upload pages and information we consider could be beneficial for our students' learning process, games, sites, activities and teaching ideas about curricular topics.


 * 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. Teachers:
 * 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. ||

=**JUNE 19, 2009**= KIDSPIRATION

For the purpose of this unit students will use kidspiration to help them build conceptual understanding of cylinders, cones, and rectangular prisms and be able to establish comparisons and contrast them. With the use of this program they can identify the figures by dragging and matching them with their name. For students who are more auditive, they can build their shapes and then label them; with the use of the listening tool they can self-assess themselves. Students will be able to build, use a bubble map to describe the characteristics of each of them and then create a venn diagram to contrast figures. Students can also make a bubble map with a shape in the middle and around it they can drag pictures that they find that have that same shape. Students can create a folder with their work and then present their final work to a small group. During these activities I will a facilitator, I will show my students different ways to accomplish their work. Most of the time it is easier when you give an instruction and all of them follow it at the same time. I will have my co-teacher and assistant assigned a group such a way that we can support them better and give them individualized and differentiated instruction. As part of being a facilitator a good idea at the beginning of each class is to review how to enter the program, how to do specific actions using kidspiration as the content of the unit progresses.

ISTE standards for students:
 * **1.** || **Creativity and Innovation** ||
 * || Students demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology. Students: ||
 * a. || apply existing knowledge to generate new ideas, products, or processes. ||
 * b. || create original works as a means of personal or group expression. ||
 * **2.** || **Communication and Collaboration** ||
 * || Students use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others. Students: ||
 * a. || interact, collaborate, and publish with peers, experts, or others employing a variety of digital environments and media. ||
 * b. || communicate information and ideas effectively to multiple audiences using a variety of media and formats. ||


 * ISTE standards for teachers: **

**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. Teachers: Teachers design, develop, and evaluate authentic learning experiences and assessment incorporating contemporary tools and resources to maximize content learning in context and to develop the knowledge, skills, and attitudes identified in the NETS•S. Teachers:
 * 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. ||
 * 2. Design and Develop Digital-Age Learning Experiences and Assessments**
 * 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. ||

=JUNE 18, 2009=

For the purpose of my unit I see very meaningful the use of audio when using publisher. As I had in mind that they could work on their brochure about shapes, most of my ESL students will find easier to record their explanations to how those shapes are the same and different. They could also explore their creativity and add music to their file or special sound effects. This kind of project will be in groups no more than two so that they can collaborate among them and support each other. As a facilitator especially when teaching such a young age, they need to know step by step the process of using any program. I am sure it will take some time, but it will contribute to a lifelong process. For this reason, I consider that it is crucial to expose students to multiple pieces of technoloy and they will find and shape their own learning path.
 * MS PUBLISHER AND AUDACITY**


 * ISTE standards for students: **
 * **1.** || **Creativity and Innovation** ||
 * || Students demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology. Students: ||
 * a. || apply existing knowledge to generate new ideas, products, or processes. ||
 * b. || create original works as a means of personal or group expression. ||
 * **2.** || **Communication and Collaboration** ||
 * || Students use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others. Students: ||
 * a. || interact, collaborate, and publish with peers, experts, or others employing a variety of digital environments and media. ||
 * b. || communicate information and ideas effectively to multiple audiences using a variety of media and formats. ||


 * ISTE standards for teachers: **

**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. Teachers: Teachers design, develop, and evaluate authentic learning experiences and assessment incorporating contemporary tools and resources to maximize content learning in context and to develop the knowledge, skills, and attitudes identified in the NETS•S. Teachers:
 * 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. ||
 * 2. Design and Develop Digital-Age Learning Experiences and Assessments**
 * 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. ||

= J une 17, 2009=

My students in first grade are learning shapes in Math class. The objective of the class is to teach them to identify, build, and name cylinders, cones, and rectangular prisms. They also have to compare and contrast geometric figures. In this unit my students could create a brochure with their shapes. They can take pictures of objects they find with those specific figures and create a folder with the pictures all the groups took. After that they can start building their brochure and give explanations of how each shape is different from others. Using publisher my students could add their personal style to their work and could provide confidence when they are to present their brochures.
 * PUBLISHER:**


 * ISTE standards for students: **
 * **1.** || **Creativity and Innovation** ||
 * || Students demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology. Students: ||
 * a. || apply existing knowledge to generate new ideas, products, or processes. ||
 * b. || create original works as a means of personal or group expression. ||
 * **2.** || **Communication and Collaboration** ||
 * || Students use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others. Students: ||
 * a. || interact, collaborate, and publish with peers, experts, or others employing a variety of digital environments and media. ||
 * b. || communicate information and ideas effectively to multiple audiences using a variety of media and formats. ||


 * ISTE standards for teachers: **

**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. Teachers: Teachers design, develop, and evaluate authentic learning experiences and assessment incorporating contemporary tools and resources to maximize content learning in context and to develop the knowledge, skills, and attitudes identified in the NETS•S. Teachers: = J une 16, 2009  =
 * 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. ||
 * 2. Design and Develop Digital-Age Learning Experiences and Assessments**
 * 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. ||


 * WIKI:**

My students in first grade are learning shapes in Math class. The objective of the class is to teach them to identify, build, and name cylinders, cones, and rectangular prisms. They also have to compare and contrast geometric figures. In this unit my students could create their geometric shapes collaboratively and write how the figure their group made is similar or different to one from another group. They could also publish different objects with the shapes of cylinders, cones or rectangular prisms, have a second group identify them, and a third one writing about them, and then rotate. When we taught these concepts the most difficult skill for our students to achieve was to put in writing their comparisons and contrasts of the figures. Wikis could not only provide an engaging way for them to learn but it could also facilitate their comprehension of the concept since they will be asked to comment and create collaboratively. As a teacher, a wiki will be an advantage to see the history of my students' work. It could be a wonderful tool for assessment purposes.

**ISTE standards for students:**
 * **1.** || **Creativity and Innovation** ||
 * || Students demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology. Students: ||
 * a. || apply existing knowledge to generate new ideas, products, or processes. ||
 * b. || create original works as a means of personal or group expression. ||
 * **2.** || **Communication and Collaboration** ||
 * || Students use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others. Students: ||
 * a. || interact, collaborate, and publish with peers, experts, or others employing a variety of digital environments and media. ||
 * b. || communicate information and ideas effectively to multiple audiences using a variety of media and formats. ||


 * ISTE standards for teachers: **

**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. Teachers: Teachers design, develop, and evaluate authentic learning experiences and assessment incorporating contemporary tools and resources to maximize content learning in context and to develop the knowledge, skills, and attitudes identified in the NETS•S. Teachers:
 * 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. ||
 * 2. Design and Develop Digital-Age Learning Experiences and Assessments**
 * 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. ||