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Self Evaluation Technology Rubric

Self Evaluation Technology Rubric

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Published by Joel C. Yuvienco

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Published by: Joel C. Yuvienco on Sep 15, 2010
Copyright:Attribution Non-commercial


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These skills are based on the new 2008 teacher technology standards. The standards will provide a framework for educators to use as they transition schools and their classroomsto digital age places of learning. This rubric will guide you in determining your level of use of technology and 21st century skills personally and with students.In the space _____ provided next to each skill, enter a 1 (=Yes, you do) or a 0 (=Not atthis time). Total each section for a composite score. Use the composite scoring guidelines below to determine a summary of your skill level for each section.
1. Facilitate and Inspire Student Learning and Creativity
 Teachers use their knowledge of subject matter, teaching and learning, and technology tofacilitate experiences that advance student learning, creativity, and innovation in bothface-to-face and virtual environments. As a teacher, I . . . _____ promote, support, and model creative and innovative thinking and inventiveness. _____ engage students in exploring real-world issues and solving authentic problemsusing digital tools and resources. _____ promote student reflection using collaborative tools to reveal and clarify students'conceptual understanding and thinking, planning, and creative processes. _____ model collaborative knowledge construction by engaging in learning withstudents, colleagues, and others in face-to-face and virtual environments.
Total Composite Score for Facilitate and Inspire Student Learningand Creativity. Maximum Score = 4.Total Composite Score Guidelines
4 = Outstanding, Consistently, Intentionally, Advanced3 = Great, Most of the time, Purposefully, Proficient2 = Good, Inconsistent, Planned, Basic1 = Fair, Introductory, Spontaneous, Limited0 = not at this time, need training and/or to investigate further 
Continue using the same scoring guidelines to complete the rest of the Rubric.
Sept 9, 2008
2. Design and Develop Digital-Age Learning Experiences and Assessments
Teachers design, develop, and evaluate authentic learning experiences and assessmentincorporating contemporary tools and resources to maximize content learning in contextand to develop the knowledge, skills, and attitudes identified in the technology standardsfor students which involve creativity, communication and critical thinking. As a teacher,I . . .  _____ design or adapt relevant learning experiences that incorporate digital tools andresources to promote student learning and creativity. _____ develop technology-enriched learning environments that enable all students to pursue their individual curiosities and become active participants in setting their owneducational goals, managing their own learning, and assessing their own progress. _____ customize and personalize learning activities to address students' diverse learningstyles, working strategies, and abilities using digital tools and resources. _____ provide students with multiple and varied formative and summative assessmentsaligned with content and technology standards and use resulting data to inform learningand teaching.
Total Composite Score for Design and Develop Digital-Age LearningExperiences and Assessments. Maximum Score = 4.3. Model Digital-Age Work and Learning
 Teachers exhibit knowledge, skills, and work processes representative of an innovative professional in a global and digital society. As a teacher, I . . . _____ demonstrate fluency in technology systems and the transfer of current knowledgeto new technologies and situations. _____ collaborate with students, peers, parents, and community members using digitaltools and resources to support student success and innovation. _____ communicate relevant information and ideas effectively to students, parents, and peers using a variety of digital-age media and formats. _____ model and facilitate effective use of current and emerging digital tools to locate,analyze, evaluate, and use information resources to support research and learning.
Total Composite Score for Model Digital-Age Work and Learning.Maximum Score = 4.
Sept 9, 2008

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