"Educators facilitate learning with technology to support student achievement of the 2016 ISTE Standards for Students."
~ISTE 2.6
2.6.a Foster Student Ownership of Learning Educators foster a culture where students take ownership of their learning goals and outcomes in both independent and group settings.
2.6.b Foster Classroom Management of Tech Educators manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
2.6.c Teach Computational and Design Thinking Educators create learning opportunities that challenge students to use a design process and computational thinking to innovate and solve problems.
When designing this artifact on formative and summative assessments, I worked to integrate Universal Design for Learning (UDL) guidelines, backward design, and data collection strategies to ensure the final product was both engaging and instructionally meaningful.
I began with backward design, starting by identifying the desired learning outcomes for this particular project. Doing this allowed me to find assessment types that fit the outcomes of not only differentiating between formative and summative assessments but also matching to UDL guidelines, using past data, and keeping data privacy and ethical concerns in mind.
UDL guidelines help to ensure that the assessments and lessons meet the needs of all students. Focusing on three major goals of offering multiple means of engagement, representation and expression. UDL guidelines break that down further as represented in my infographic. I am finding more and more elements that match what I typically do, but also finding more and more that I need to work on hitting in my own lesson plans.
As I am working on the assessments, especially when using digital formats, I am watching to ensure that all learning experiences meet the data-privacy requirements outlined by my district and FERPA/COPPA. Going a step further to also ensure that ethical concerns are addressed. While it may not be possible to always but fully equitable in every situation, working to get as close to full equity as possible is important.
Extended Reality (XR) tools such as Virtual Reality (VR) and Augmented Reality (AR) provide teachers with innovative ways to facilitate deeper learning experiences. These tools allow educators to design engaging, immersive learning environments where students can actively engage with content rather than passively receive it. For example, VR can transport learners to historical sites or scientific simulations, while AR can overlay digital information onto real-world objects, enhancing understanding and curiosity. As facilitators, teachers use XR to create opportunities for student choice, collaboration, and problem-solving, empowering learners to take ownership of their educational journey. By thoughtfully integrating these tools, educators not only model effective technology use but also inspire students to explore, create, and connect with content in ways that promote agency and meaningful learning outcomes.
The artifact I chose shows how XR tools can enhance the learning experience for all students.