What does the strand say? Through technology integration, students use creative thinking and innovative processes to construct knowledge and develop digital products.
What does this mean for students? This strand looks at using technology tools to encourage and develop creativity and innovative thinking as students learn new concepts in their classroom. Through guided practice, students should be allowed to explore several technology tools to create a digital product showing what they know about a concept.
This strand is not about one product or application. Over the course of their experience in grades K - 4, students will learn to choose from a variety of different technology tools to complete a task. Students should be encouraged to discuss and develop steps to complete these tasks as well evaluate and modify those steps to accomplish the task.
What does this look like in the classroom?
A digital product is anything created digitally. Using a technology tool through teacher direction or self-guided discovery, students use their creativity to design and develop something digitally to show their understanding of a concept. Some examples are digital posters through Adobe Spark, book talks using iMovie, talking classroom objects using Chatterpix Kids, or story creation designed with Book Creator.
A simulation is something designed to act a real-life thing to support classroom learning. Virtual manipulatives, such as the Math Learning Center apps, simulate classroom manipulatives, providing an opportunity to explore their understanding with added digital enhancement.
A model is a representation of real-life object that cannot typically be reasonably explored. The Merge Explorer app allows students to explore VR (virtual reality) models of the Solar System and the body in ways that cannot be duplicated with physical models.
Programming languages use code to create commands for a computer to complete a task or function. Websites like Code.org use block coding to encourage students to create steps of instructions for completing a specific operation. Programmable robots like Ozobots can encourage students to use coding to reinforce math and other classroom learning concepts.