Designer- Educators design authentic, learner-driven activities and environments that recognize and accommodate learner variability. Educators:
- Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
- Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
- Explore and apply instructional design principles to create innovate digital learning environments that engage and support learning. (ISTE Standards for Educators, 2016)
In today's world, educators no longer have to be tied to a textbook as their source of information. By accessing the internet, teachers now have quick, great connections to information in both a curated and non-curated format. Resources such as open education resources (ck12.org) or a myriad of online information in free or paid form now allow teachers to add both depth and breadth to their teaching by designing opportunities for learning beyond the typical sit and get classroom.
For instance, through the use of learning management systems teachers can create online classroom modules that allow for personalized learning. Teachers can assign different students different tasks and resources that best meet the individual needs. By creating robust digital learning environments teachers can put more of the onus of time and task onto the student and use their time more effectively in the classroom for small group or one-on-one instruction.
This standard also sheds light on the concept of authentic activities for our students. As a Learning Catalyst Designer educators should be looking for opportunities to create inquiry-based, problem/project base learning opportunities for their students. Today's technology allows classrooms to have experiences that were not possible 2 decades ago. The ubiquitous nature of information creates ease of access and opportunity in a tech rich environment. Today's educator can design classroom experiences that taps into this information and allows for learner variability as well as voice in choice in their pathways of learning.