TECHNOLOGY INTEGRATION
Learner
2.1.a Set Professional Goals
2.1.b Participate in PLNs
2.1.c Keep Current on Research
Leader
2.2.a Advance a Shared Vision
2.2.b Advocate for Equitable Access
2.2.c Model Digital Tool Use
Citizen
2.3.a Create Positive Experiences
2.3.b Evaluate Resources for credibility
2.3.c Model Safe, Legal, Ethical Practices
2.3.d Manage Protect Data
Collaborator
2.4.a Collaborate with Colleagues
2.4.b Learn Alongside Students
2.4.c Use Collaborative Tools
2.4.d Demonstrate Cultural Competency
Designer
2.5.a Accommodate Learner Differences
2.5.b Design Authentic Learning Activities
2.5.c Innovative, Equitable Learning Environments
Facilitator
2.6.a Foster Student Ownership of Learning
2.6.b Foster Classroom Management of Tech
2.6.c Teach Computational and design Thinking
2.6.d Model and Nurture Creativity
Analyst
2.7.a Offer Alternative Assessments
2.7.b Use Tech to Create Assessments
2.7.c Use Data to Guide Progress
2.1 Learner
2.1.a Set Professional Goals
As a Technology Integration Specialist gaining new knowledge and improving my skills helps me be more prepared to best support my school community. In the following artifact I summarize my professional learning goals in my position as a Technology Integration Specialist in an international school setting. A “Let’s Talks” process is the protocol to follow each academic school year for accountability. Meetings are held with the Specialists coordinator, who knows and supports my short and long term plans to achieve these goals.
2.1.b Participate in PLNs
Through connections and contributions within digital networks, I have gained valuable insights from EdTech leaders and colleagues, leading to substantial professional growth and a refined understanding of best practices in learning and teaching
2.1.c Keep Current on Research
As a Technology Integration Specialist I oversee the Digital Citizenship curriculum. I have been using the KG-G5 Common Sense Digital Citizenship curriculum to address topics that are aligned with our Safeguarding policies and EdTech strategic plan. This artifact shows evidence of how I was teaching my KG -G5 students, before reading/learning about the“Minecraft: Education Edition for Educational Impact Research”, and implementing game-based learning through Minecraft Education in my instruction. And it also shows evidence of: What I learned from the “Minecraft: Education Edition for Educational Impact Research”(developed for Microsoft by Queensland University of Technology’s Digital Media Research Centre by Michael Dezuani and Jo Macri, February 2020), how this resource guided my instruction, and how it helped me make changes to my teaching practice.