Make the Future
Summit 2022
Creative Constructor
Lab Virtual
Leadership Exchange
at ISTELive 21
Edtech Advocacy &
Policy Summit

Cr8tive World: Authentic Learning for a 21st-Century Classroom

Explore and create
Pre-registration required

Explore and create : BYOD


Sunday, June 23, 2:30–3:30 pm
Location: Room 117

Michelle Norman  
Explore authentic-learning projects and take the first steps toward creating student-led projects that challenge students to innovate, extend learning, think critically and act creatively. Learn how to transform classroom activities through hands-on exploration and application of an authentic-learning framework.

Audience: Coaches, Curriculum/district specialists, Teachers
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: Windows, Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials: A user account for the following sites may be helpful but not required:

CommonSense Education / CommonSese Media
Apple Teacher
Google for Education

Focus: Digital age teaching & learning
Topic: Project-, problem- and challenge-based learning
ISTE Standards: For Educators:
Collaborator
  • Collaborate and co-learn with students to discover and use new digital resources and diagnose and troubleshoot technology issues.
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.

Proposal summary

Purpose & objective

In this session, participants will explore authentic-learning opportunities and take the first steps towards creating projects that challenge students to innovate, extend learning, think critically and act creatively. The session will focus on transforming current activities into higher-level, creative projects by collaboratively evaluating an existing activity and determining which activity elements are still relevant, and which elements should be retired. Participants will explore digital tools and learn how to strategically incorporate these resources into existing assignments within the framework of authentic projects. Finally, participants will work collaboratively to create a new authentic-learning project that is shared with the room.

Session Outcomes
• Participants will create an authentic-learning activity.
• Participants will create a digital toolbox.
• Participants will create networking contacts.

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Famework for Authentic-Learning
1. Evaluating current assignments
2. Drawing inspiration from real-world products or scenarios
3. Building base-knowledge for educators (Content, Digital Tools and the Arts)
4. Creating new authentic activities (selecting digital tools and creating expectations)
5. Implementation and Feedback
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Instructional Strategies
1. Lecture & Discussion
2. Hands-on creation*
3. Share & Review
* Participant choice - participants will have the opportunity to choose a content area and assignment to rebuild

Outline

This session will alternate between presenter-led discussions (15min), round-tables (15min), exploration and planning (30min) – this is a hands-on session. Session participants will be encouraged to bring their devices in order to create their own digital toolbox and begin brainstorming how they can implement authentic-learning projects into their class or program.

Content & Activities
In terms of the Planning for Authentic-Learning workflow, participants will be assigned an activity/assessment that will be transformed into an Arts and Technology-focused activity.

1. Evaluating current assignments
a. Participants (in groups) will evaluate an assignment / activity for positive and negative elements based on five questions.
2. Drawing inspiration from real-world products or scenarios
a. Participants (individually) will create a list of products or services that reflect the content knowledge of the given assignment / activity.
b. Participants will then share their list at their table and choose one product / service as the focus of the NEW authentic-learning activity.
i. As a group, participants should evaluate the creative elements of the product/service as well as the strength of content-connection
3. Building base knowledge (Content, Digital Tools and the Arts)
a. Presenter will review online resources that participants can use to create a digital toolbox. Resources to be covered are Common Sense Media Education, Apple Education, & Google for Education
4. Creating new authentic-learning projects (selecting digital tools and creating expectations)
a. Presenter will review creating a new authentic-learning activity based on:
i. Positive elements of the original assignment
ii.Content-connections from real-world product / service
iii.Creative-connection from real-world product / service
iv. Addition of appropriate digital tools
v. Setting clear outcomes and expectations
b. Participants (group) will use online resources to select appropriate digital tools, and will set clear expectations and outcomes in order to create the new authentic-learning activity.
5. Implementing authentic-learning activities
a. Presenter will review general advice on implementing the finished activity.
b. Participants (groups) will share their authentic-learning activity.

At the conclusion of group shares, participants will be encouraged to revisit online resources and begin creating a digital toolbox. The presenter will be available for guidance and questions. Participants are encouraged to ask questions and network in order to brainstorm ideas for ways to implement authentic-learning activities in their program.

Supporting research

http://www.bie.org
https://www.ernweb.com/educational-research-articles/the-four-characteristics-of-authentic-learning/

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Presenters

Photo
Michelle Norman, Lebanon SD

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