This professional development plan:
locates and designates ongoing, year-round Digital Citizenship curriculum
recommends general tech skill proficiencies by grade
suggests tools and projects to meet Common Core standards
highlights exploration and experiences with multiple hands-on coding tools
The intent is to expand teachers' knowledge of a variety of STEAM (science, technology, engineering, art, mathematics) tools that can leverage technology in creative, innovative, active ways (ISTE, 4.5.b., 2019). According to scholar Nadelson (2021), the student-centered and varied solutions of Makerspaces permit problem solving, creativity, and high engagement by even struggling, diverse learners. The hope is that STEAM and Coding tools can be used in “deep learning of content” and create “learning opportunities” using “computational thinking” and the “design process” to benefit students at any grade level (ISTE, 2.6.c., 2.6.d., 2017; 4.4.a., 4.4.b., 2019).
References
International Society for Technology in Education (ISTE). (2019). ISTE standards: Coaches. https://www.iste.org/standards/iste-standards-for-coaches
International Society for Technology in Education (ISTE). (2017). ISTE standards: Educators. https://www.iste.org/standards/iste-standards-for-teachers
Nadelson, L.S.. (2021). Makerspaces for rethinking teaching and learning in K-12 education Introduction to research on makerspaces in K-12 education. The Journal of Educational Research, 114 (2), 105–107. https://doi.org/10.1080/00220671.2021.1914937