Academics & Activities

PROFILES FOR GRADES

PROFILES FOR GRADES PRE-K/K-2

The following experiences with technology and digital resources are examples of learning activities in which students might engage during PK-Grade 2 (Ages 4-8):

  • Illustrate and communicate original ideas and stories using digital tools and media-rich resources. (1,2)
  • Identify, research, and collect data on an environmental issue using digital resources and propose a developmentally appropriate solution. (1,3,4)
  • Engage in learning activities with learners from multiple cultures through e-mail and other electronic means. (2,6)
  • In a collaborative work group, use a variety of technologies to produce a digital presentation or product in a curriculum area. (1,2,6)
  • Find and evaluate information related to a current or historical person or event using digital resources. (3)
  • Use simulations and graphical organizers to explore and depict patterns of growth such as the life cycles of plants and animals. (1,3,4)
  • Demonstrate safe and cooperative use of technology. (5)
  • Independently apply digital tools and resources to address a variety of tasks and problems. (4,6)
  • Communicate about technology using developmentally appropriate and accurate terminology. (6)
  • Demonstrate the ability to navigate in virtual environments such as electronic books, simulation software, and Web sites. (6)

PROFILES FOR GRADES 3-5

The following experiences with technology and digital resources are examples of learning activities in which students might engage during Grades 3-5 (Ages 8-11):

  • Produce a media-rich digital story about a significant local event based on first-person interviews. (1,2,3,4)
  • Use digital-imaging technology to modify or create works of art for use in a digital presentation. (1,2,6)
  • Recognize bias in digital resources while researching an environmental issue with guidance from the teacher. (3,4)
  • Select and apply digital tools to collect, organize, and analyze data to evaluate theories or test hypotheses. (3,4,6)
  • Identify and investigate a global issue and generate possible solutions using digital tools and resources (3,4)
  • Conduct science experiments using digital instruments and measurement devices. (4,6)
  • Conceptualize, guide, and manage individual or group learning projects using digital planning tools with teacher support. (4,6)
  • Practice injury prevention by applying a variety of ergonomic strategies when using technology. (5)
  • Debate the effect of existing and emerging technologies on individuals, society, and the global community. (5,6)
  • Apply previous knowledge of digital technology operations to analyze and solve current hardware and software problems. (4,6)

PROFILES FOR GRADES 6-8

The following experiences with technology and digital resources are examples of learning activities in which students might engage during Grades 3-5 (Ages 8-11):

  • Describe and illustrate a content-related concept or process using a model, simulation, or concept-mapping software. (1,2)
  • Create original animations or videos documenting school, community, or local events. (1,2,6)
  • Gather data, examine patterns, and apply information for decision making using digital tools and resources. (1,4)
  • Participate in a cooperative learning project in an online learning community. (2)
  • Evaluate digital resources to determine the credibility of the author and publisher and the timeliness and accuracy of the content. (3)
  • Employ data-collection technology such as probes, handheld devices, and geographic mapping systems to gather, view, analyze, and report results for content-related problems. (3,4,6)
  • Select and use the appropriate tools and digital resources to accomplish a variety of tasks and to solve problems. (3,4,6)
  • Use collaborative electronic authoring tools to explore common curriculum content from multicultural perspectives with other learners. (2,3,4,5)
  • Integrate a variety of file types to create and illustrate a document or presentation. (1,6)
  • Independently develop and apply strategies for identifying and solving routine hardware and software problems. (4,6)