Empower users of educational technology to maximize their learning, achievement, and development.
Digital learning is achieved through the application, prevalence, and seamless use of instructional technologies. The environment and culture encourage digital learning through supportive structures that apply design thinking through creativity, rationality, and empathy. We believe in intellectual stimulation that allows us to consider and arrive at the best decisions to meet the challenges of the ever-changing landscape technology creates. In the end, we strive to maximize collaboration, understanding, effectiveness, and proficiency for ALL students, teachers, staff, and community.
Ability and belief in self to produce a desired result.
(Resilience, Embracing Change)
Ensuring equal access based on needs to content, resources, and people and where technology and processes become transparent.
(Enable Accessibility, Ubiquity, Justice)
Extraordinary standards of practice, dedicating the very best, and improving yesterday’s performance.
When teaching and learning happens.
Where teaching and learning happens.
How teaching and learning happens.
1. Curriculum, Instruction & Assessment
2. Professional Development
3. Sustainability & Maximum Utility
Goal 1: Learning Environment
Re-visioning systems, spaces, and experiences.
1.1. Activity: Physical Spaces
Strategy: Redesigning traditional learning spaces for project-based learning that allow for collaborative, cross-curricular, and immersive experiences.
A. Project-Based Learning (PBL)
C. Interactive Environments
a. Spaces that support “making,” “designing,” and “engagement.”
b. Interactive board technologies to be replaced with mobile device interaction and projection connectivity.
1.2. Activity: Virtual Spaces
Strategy: Using technology and Learning Management Systems (LMS) to expand the definition of classroom that fosters anytime/anyplace learning experiences.
2012-2014 Supplemental Instruction
Learning modules available for enrichment and remediation.
Continuing the classroom experience beyond walls and bells.
No longer defined by system or location.
1.3. Activity: FC Virtual & Cyber
Strategy: Expand the role of virtual and cyber options to provide flexibility in course options, remediation, and acceleration.
A. Timeline for program expansion
B. Fusion and merging of options and programs into one entity
1.4. Activity: Personal Learning Environments (PLE)
Strategy: Provide computer adaptive environments that allow students and teachers to control and manage their own learning.
A. Online resources for self-guided professional development and tutorials
B. Progress monitoring of proficiencies and areas for growth
Goal 2: Access
Access to people, content, resources, and technology 24/7
2.1. Activity: Open Learning/Resources
Strategy: Leverage available digital resources and encourage collegial sharing of content, processes, and products generated by students and teachers.
A. Open Educational Resources (OER)
a. Public/Subscribed Resources
b. Massive Open Online Course (MOOC)
Applicable to select courses
Defining the role of MOOC in K-12. Open learning resources are published online.
Resources, materials, and courseware are available to students after course completion.
Select resources, materials, and courseware are available to any student.
- Publisher Generated
- Teacher/Student Composed
2.2. Activity: Technology Equity
Strategy: Ensure that all students and teachers are equipped with the technology that allows access to people, content, and resources.
A. Web/Cloud-Based Tools
a. Google Apps
B. 1:1 Tablet Computing, Natural User Interfaces
a. Diffused Launch
b. 2013-2014 7th Grade Pilot
Goal 3: Design Thinking
Problem identification and solving through divergent and convergent thinking demonstrating human-centered design principles of rationality, creativity, and empathy.
3.1 Activity: Modern User Interface Design (Gamification & Programming)
Strategy: Explore the role of user interface design including programming and gaming in the curriculum to enable design thinking to encourage human-centered design.
A. STEMM Technologies Including Robotics
B. Motivational Design Through Game-Based Learning
C. App Development
D. K-12 Curricular Articulation
3.2 Activity: 21st Century Skills
Strategy: Align curriculum, refine standards, and provide students, teachers, administrators, and leaders a framework for instruction.
A. K-12 Standards-based Curricular Articulation
a. K-5 Computer Resource Curriculum
b. 8th Grade Computer Requirements
B. Assessment, Safety Nets, & Course Progression
a. 8th Grade Assessment
b. High school safety net course requirement (i.e., BCIT) for students scoring basic or below basic
Goal 4: Support
4.1 Activity: Hardware and Software Systems
Strategy: Provide systems that support teaching and learning that function with transparency.
A. Streamline Redundant Systems
B. Monitor and Predict Usage
C. Maximize Uptime
D. Organizational Workflows
E. Continuous Improvement and Upgrades
4.2 Activity: Professional Development
Strategy: Provide opportunities to explore the latest resources and share best practices while fostering resiliency and self-efficacy to independently solve technological hurdles.
A. Maximize available potential & human capacity
a. Reorganization of technology staff
b. Revised workflow of help desk and technical support structures
c. Empower peer coaching and leadership
Teachers, Students, and Teacher-Student Partnerships
B. Professional Learning Communities (PLC) and Resources
C. Foster risk-taking culture that moves technology-infused instruction from Enhancement to Transformation. SAMR Model (Puentedura, 2006).
4.3 Activity: Cyber Safety & Digital Citizenship Education
Strategy: Provide cyber safety education for students, teachers, parents, and the community that educates about appropriate online behavior, including interacting with other individuals on social networking websites and in chat rooms and cyberbullying awareness and response.
a. Instruction for every student, every year
a. Professional development on the use of and interactions with students in an online world.
b. Professional development on consistent copyright practices to be modeled in the classroom.
C. Parents & Community
a. Open sessions that share curricular instruction and provide strategies for engaging and instructing youth in appropriate use of digital media.