Enhancing Instruction for All Learners
Learning Objective: Identify basic principles of Universal Design, Differentiated Instruction and Best Practice teaching strategies that incorporate technology resources to enhance an existing or new lesson or activity in your classroom.
" Using technology does not necessarily enhance learning, and many technologies have the same accessibility problems that non-tech options might have. Technology needs to be carefully planned into the curriculum as a way to achieve the goals." (UDLcenter.org )
1. Watch the (6:37 minute) video from the National Center on Universal Design for Learning and think about how the three principles of UDL can be used in your learning environment and with your lesson to meet the multiple needs of your learners. Add a new category bubble with three sub-sections (representation, action and expression, engagement) to your graphic that you began in Principles and Instruction and list some ideas for your lesson.
1. Multiple means of representation (recognition)
2. Multiple means of action and expression
3. Multiple means of engagement
2. Visit the Universal Design for Learning: Strategies, Tools, and Resources wiki and explore the content area resources on the left hand navigation. Using these tools and strategies can lead to success for all your learners. Add some ideas to your graphic.
Number line example:
3. Watch the Connected Educator Video (19:26 minutes) that features Kit Hard (Michigan Teacher) using technology with students to clear the path for all learners (direct link to the video). If the video provides a spark of an idea for your lesson, add it to the graphic.
4. Now think about your lesson again, and use the resources provided below to add at least 3 ideas or tools to your graphic organizer. Include hyperlinks to some of technology resources and tools you feel can enhance your lesson.
5. Your task is to locate some technology resources that support "best teaching practice."
Visit the Tech Best Practice site that showcases the results of research that identifies 9 strategies teachers use that improve teaching and learning. Add some of the strategies and technology resources to your graphic organizer. Example:
Celebrate (pat yourself on the back, send out a smiley face SMS, or some other celebratory means). Congratulations! You have completed this inital part of the Module. SAVE your graphic organizer and make sure you can access your account for the next activity.
Continue on to the next activity Interactives
Addressing the ISTE Standards For Educators
1a. Set professional learning goals to explore and apply pedagogical approaches made possible by technology and reflect on their effectiveness.
1c. Stay current with research that supports improved student learning outcomes, including findings from the learning sciences.
2b. Advocate for equitable access to educational technology, digital content and learning opportunities to meet the diverse needs of all students.
2c. Model for colleagues the identification, exploration,
evaluation, curation and adoption of
new digital resources and tools for learning.
3a. Create experiences for learners to make positive, socially responsible contributions and exhibit empathetic behavior online that build relationships and community.
3b. Establish a learning culture that promotes curiosity and critical examination of online resources and fosters digital literacy and media fluency.
3c. Mentor students in safe, legal and ethical practices with digital tools and the protection of intellectual rights and property.
5a. Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
5b. Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
6a. Foster a culture where students take ownership of their learning goals and outcomes in both independent and group settings.
6b. Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
6c. Create learning opportunities that challenge students to use a design process and computational thinking to innovate and solve problems.
6d. Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.
7a. Provide alternative ways for students to demonstrate competency and reflect on their learning using technology.