2.1 LEARNER continually improve their practice by 1.1 EMPOWERED LEARNER leverage technology to learning from and with others. take an active role in choosing, achieving and Set professional goals, participate in prof learning demonstrating competency goals. Learning goals, networks PLN’s, keep current research customized learning environments, feedback to 2.2 LEADER seek out opportunities for leadership to improve practice, technology operations. support students success 1.2 DIGITAL CITIZEN recognize the rights, Advance a shared vision, advocate for equitable responsibilities and opportunities of living, learning access, model digital tool use and working the digital world, safely, legally, ethical. 2.3 CITIZEN – inspire students to positively Digital footprint, online behavior, intellectual contribute to and responsibility participate in digital property, digital privacy. world. Create positive experience, evaluate 1.3 KNOWLEDGE CONSTRUCTOR critically curate a resources for credibility, teach safe, legal, ethical variety of resources using digital tools to construct practices, model digital privacy knowledge, produce creative artifacts, and make 2.4 COLLABORATOR dedicate time to collaborate learning experiences. Effective research strategies, with both colleagues and students to improve evaluate information, curate information, Explore practices, and share ideas. real-world issues. Learn alongside students, use collaborative tools, 1.4 INNOVATIVE DESIGNER use technology within a demonstrate cultural competency design process to identify and solve problems by creating 2.5 DESIGNER design authentic learner driven new, useful or imaginative solutions. Design process, activities and environments that recognize and design constraints, prototypes, open-ended problems. accommodate variability. 1.5 COMPUTATIONAL THINKER develop and employ Accommodate learner differences, design authentic strategies for understanding and solving problems in ways to leverage the power of technological methods to Learning activities, create innovative learning develop and test solutions. Problem definitions, data sets, environment. decompose problems, algorithmic thinking. 2.6 FACILITATOR facilitate learning with technology 1.6 CREATIVE COMMUNICATOR Communicate, express to support student achievement of the ISTE for themselves using platforms, tools, styles, formats and students. digital media appropriate to their goals. Choose platforms Foster student ownership of learning, Foster or tools, Original and remixed works, models and classroom management of technology, teach visualizations, Customize the message. computational and design thinking, model and 1.7 GLOBAL COLLABORATOR Use digital tools to broaden nurture creativity. their perspective and enrich their learning by collaborating with others and working effectively in teams locally and 2.7 ANALYST understand and use data to drive their globally. Global connections, multiple viewpoints, project instruction and support student in achieving their teams, local and global issues. learning goals. Offer alternative assessments, use tech to create assessments, use data to guide progress.