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Chapter 3 . By: James Laney. NETS-T Standard 1. Requires that teachers use their knowledge of subject matter, teaching and learning, creativity, and innovation in both face-to-face and virtual environments.

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Chapter 3

Chapter 3

By: James Laney


Nets t standard 1
NETS-T Standard 1

  • Requires that teachers use their knowledge of subject matter, teaching and learning, creativity, and innovation in both face-to-face and virtual environments.

    • Teachers promote, support, and model creative and innovative thinking and inventiveness.

    • Teachers engage students in exploring real-world issues and solving authentic problems using digital tools and resources.


Several types of creative thinking
Several types of creative thinking:

  • Divergent Thinking

  • Convergent Thinking

  • Innovation

  • Critical Thinking

  • Inductive Thinking

  • Deductive Thinking


Creative thinking is involves
Creative Thinking Is/ Involves:

  • Non-algorithmic

  • Complex

  • Multiple solutions

  • Nuanced judgment and interpretation

  • Multiple criteria

  • Uncertainty

  • Self-direction

  • Imposing meaning

  • Effortful


Supporting creative thinking with technology
Supporting Creative Thinking with Technology

  • Think about the classroom you have observed lately. Describe one example of students’ technology use.

  • To what extent was technology used to develop creative thinking and reasoning skills? Describe the technology and specific type of thinking skill that was addressed.

  • If the technology was not used to promote creative thinking, can make suggestions for how to modify the activity to encourage creative thinking? Would a different technology suit the content being addressed more effectively?


Authentic instruction
Authentic Instruction

  • Learner autonomy

  • Active learning, and tend to be anchored

  • Holistic

  • Complex

  • Challenging activities


Examples of authentic instruction and potentials supporting technologies
Examples of Authentic Instruction and Potentials Supporting Technologies

  • Problem-Based Learning

  • Inquiry/Discovery Methods

  • Inductive Method

  • Role-Play

  • Simulation


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