Educational Technology Trends
Guidelines for Students
Educational Technology Activities
Assessing Student Preparedness
Augmented Reality (AR)
100

Explain trend #1: What does universal access and use mean when referring to educational technology?

All students and teachers will have universal access to effective information technology in their classrooms, schools, communities, and homes

100

What are assistive tools?

Any item, equipment piece, or product system used to increase, maintain, or improve the
functioning capabilities of a child with a disability or an at-risk learner

100

What is the final step in the "tools of the future" activity?  

Students create a "documentary" or opinion piece to present their ideas to the class

100

What do checklists help students evaluate?

Their skills as independent, resourceful, and prepared learners

100

Describe virtual reality (VR)

A simulation that uses 3D computer-generated images to give its users an immersive feel like they are in a virtual world

200

Explain trend #2: What does coding encourage in the classroom?

STEAM (Science, technology, engineering, art, math) and critical thinking skills

200

Describe Guideline #1: Help students handle information

Teachers need to help students sort out what is important in the information stream and how to organize and use it

200

What is the purpose of the activity "future occupations"?

Students will predict how technology might change current occupations in the future

200

What do rubrics allow students and teachers to reflect on?

Where each student needs to improve

200

Describe augmented reality (AR)

An experience that combines real life with computer-generated images

300

Explain trend #3: What does Web 3.0 give students the ability to do?

The ability to study anything anywhere, on any device, and still be connected to a teacher and class

300

What are some resources teachers can use to help them follow Guideline #2: Keep an eye on trends?

ISTE’s Web site

News media Web sites (CNN and MSNBC)

Blogs that address the future of technology

Students can be asked to keep track of and report on trends

300

What are students doing during the "fortune teller" activity?


Choosing a method of fortune telling and exploring its background, including the cultural significance

300

What essential skills will all students need in the future?

To be more independent, resourceful, and technologically literate

300

What is the main difference between AR and VR technology?

VR creates a totally new and enhanced virtual world

AR includes some virtual elements and the real world

400

What overall trend is the movement to Open Educational Resources (OER) a part of?

Universal access and use

400

What do teachers need to educate students on to keep them safe on the internet?

Online responsibility

400

What type of questions are students asking during the activity "the most important question"?


What they determine to be the most essential questions about the future

400

What do assessments like checklists and rubrics help teachers do?

Invest their time and effort in tasks and skill-building that will help students in the future

400

How can VR and AR benefit at-risk learners as well as students with disabilities?

Enlarge images

Cut out sensory overload

Educate through gamification

Offers features like VoiceOver and TalkBack

500

What were students creating in the trend Web 2.0?

Students were creating social networks to connect with peers (in forums such as Facebook, Twitter, and Snapchat)

500

Which guideline has to do with the idea of "continuous connectivity"?

Guideline #1: Help students handle information

500

How can teachers use social networking to benefit their classrooms?

Create a classroom community and provide a means of communication between parents, students, and teachers

500

What are the two future scenarios that is believed technology might create?

- Greater community around the world that leads to peace, prosperity, and cleanliness

- Government-ruled, where the flow of
information is controlled by the elite.

500

How can VR and AR be used in the classroom?

- Uses apps that involve educational tools (such as virtually exploring Egyptian tombs or outer space)

- Makes learning an active and engaging experience for students

- Eliminates distractions