You are on page 1of 2

21st Century Learning: WCASD Technology Standards 2007-08 Digital-Age Literacy (DL) Inventive Thinking (IT)

1. Basic, scientific, economic, and technological literacy Students will: a. Understand and use technological terms and concepts including, but not limited to, those related to: data analysis & spreadsheets, electronic communication, Internet research & collaboration, computer network, information management & databases, multimedia presentations, print media, word processing, and/or desktop publishing. b. Analyze the relationship between information and computers. c. Evaluate the role and economic impact of technology in daily life and the workplace. d. Understand and practice technological terms and concepts related to social, legal, ethical, human issues. Visual and information literacy Students will: a. Integrate appropriate and effective graphic design elements and information. b. Apply visual thinking skills in the form of, but not limited to sketches, diagrams, images, maps, animations, interactive visualizations, stories, and videos. c. Evaluate the use of the Internet and its web sites as a reliable source of information. Multicultural literacy and global awareness Students will: a. Understand issues, consequences, and major trends related to the technological impact on a global society. 1. Adaptability and managing complexity Students will: a. Present and evaluate a problem from multiple perspectives. b. Illustrate a complex problem using technological visual or written organizational strategies or by applying file management principles. c. Develop a plan for adapting to technological change d. Identify alternative uses for software and hardware for solving multilayered problems. Self-direction Students will: a. Use technology for distance learning. b. Develop technology skills in organizing personal goals, time management, and the tasks needed to achieve those goals. Curiosity, creativity, and risk taking Students will: a. Apply productivity software to create original content. b. Evaluate the potential application of emerging technologies. c. Actively engage in inquiry-based learning supported by technology. Higher-order thinking and sound reasoning Students will: a. Perform calculations and analyses using spreadsheet skills to formulate and solve problems. b. Develop and apply troubleshooting techniques. c. Demonstrate information organization, prioritization, and pattern recognition using database skills to solve problems. d. Use technology resources to develop and apply criteria for making decisions. e. Use technology to structure a debate or logical reasoning. f. Integrate multiple technologies for decision making.

2.

2.

3.

3.

4.

Effective Communication (EC)


1. Teaming, collaboration, and interpersonal skills Students will: a. Demonstrate collaboration and communication skills through project-based learning. b. Justify effective mobile computing practices within a learning environment. c. Discuss the benefits, limitations, and impact of online social interactions. Personal, social, and civic responsibility Students will: a. Practice appropriate social, legal and ethical conduct while using technology. b. Practice appropriate maintenance and use of hardware. c. Understand and evaluate the impact of eGovernment and online public discourse on society. Interactive communication Students will: a. Demonstrate the responsible use of various technology tools for communication. b. Create communications that include images, audio, video, animation, and /or other interactive features. c. Design and deliver a multi-disciplinary project which integrates communication technologies. d. Demonstrate appropriate and responsible use of technological elements of digital authorship.

High Productivity (HP)


1. Effective use of real-world tools Students will: a. Apply simulations and/or gaming principles for the purpose of understanding content. b. Analyze the benefits and limitations of cloud computing. c. Manipulate interactive technologies such as an electronic whiteboard. d. Create and deliver a presentation using digital tools. e. Design and develop a robotics or CAM prototype for accomplishing a real-world task. Ability to produce relevant, high-quality products Students will: a. Create products that exhibit real-world, professional quality standards. b. Evaluate the appropriate technology for efficiently producing a real-world, professional quality project. c. Evaluate a multimedia presentation for the purpose of strengthening the audience message.

2.

3.

2.

21st Century Learning: WCASD Technology Standards 2007-08 GLOSSARY


CAM: Cloud Computing: Communication Technologies: Digital Authorship: Digital Tools: Distance Learning: eGovernment: Computer-aided manufacturing. Using productivity applications via an Internet browser (www.zoho.com). Technologies used to transmit data such as email, wikis, blogs, webpages, etc. Developing online content. Digital camera, video camera, cell phone, iPod, etc. Any learning where there is a separation of student and instructor by time or distance and technology is used to breach the distance. Is the utilization of electronic technology to streamline or otherwise improve the business of government, oftentimes with respect to how citizens interact with it. A new technology not yet fully exploited. Provides functions to delete, copy, move, rename, view files, and manage directories or folders. The use of graphic elements and text to communicate an idea or concept. The physical devices that comprise a computer system. Smartboard, Mimio, touch screen technologies. Being able to use a computing device even when being mobile and therefore changing location. Portability is one aspect of mobile computing. Classification of images into predetermined categories. Experiential education is the process of actively engaging students in an authentic experience that will have benefits and consequences. The technology developed to combine software, mechanical manipulators, sensors, controllers and computers to provide programmable automation. Highly interactive applications that allow the learner to model or roleplay in a scenario. Simulations enable the learner to practice skills or behaviors in a risk-free environment. Written coded commands that tell a computer what tasks to perform. For example, Word, PhotoShop, Picture Easy, and PhotoDeluxe are software programs. Strategies used to define and solve problems encountered while using information technology tools. Picture Thinking, Visual Thinking or Visual/Spacial Learner is the phenomenon of thinking through visual processing, where most people would think with linguistic or verbal processing. It is nonlinear and often has the nature of a computer simulation, in the sense that lots of data is put through a process to yield insight into complex systems, which would be impossible through language alone.

Emerging Technology: File Management: Graphic Design: Hardware: Interactive Technology: Mobile Computing:

Pattern Recognition: Project-Based Learning: Robotics:

Simulations:

Software:

Troubleshooting Techniques: Visual Thinking:

You might also like