What you are going to learn in this module:

1. Know and learn more about the Maker Movement

2. Understand that making and creating can change the classroom dynamic

3. Make connections with technology standards and best practice

4. Transfer the learning to professional practice by encouraging innovation in the classroom

You will go through each of the steps in the module. At the end you will create your own creative project showing how you have integrated making into your classroom or learning environment. Visit the Final Assignment page for instructions. 

Note: This module should take no longer than 10 hours

Click here to continue on to the Maker Movement

 

Standards

Addressing the ISTE Standards For Educators
 

‚ÄčLearner
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.

Leader
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.

Collaborator
4b. Collaborate and co-learn with students to discover and use new digital resources and diagnose and troubleshoot technology issues.

Designer
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.
5c. Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.

Facilitator
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.

CITW 9:

1. Cues, Questions, and Advance organizers;
2. Homework and Practice