21t4s Teaching Resources
You experienced the resources from a student perspective in the last section. In this section we will look at the teaching resources to help you understand the variety of resources and nomenclature used throughout.
This page provides a set of Videos that introduce different teaching resources, a section about the Anatomy of a Thing and Quest, and steps we suggest, culminating in a quiz.
Video Introduction to 21t4s teaching resources
This is a video introduction to the different teaching resources in 21things4students. This is broken down into 4 parts (entire 15 minute video linked here).
Part 1: Getting started with the teaching resources for the 21things4students; Start page, registration, teaching guides, accommodations, and assessment. (5:44)
Part 2: This part covers Feedback & evaluation, Graduation page details, and Competencies & Standards. (2:40)
Part 3: This part covers Teacher Resource Login section that includes assessment bank questions, quiz answers, syllabus, URL list, reporting a bad link, digital badges, course management systems, the TechBootCamp, and Updates. (3:20)
Part 4: This part covers the Awesome Index and the K-5 MiTechKids.org site. (3:20)
Anatomy of a Thing & Quest
The top menu links to
Each Thing page has:
Top video or image
Side menu showing the
Print to pdf ability
Lists all the Quests with
Has a link at the bottom
Quest # and name
Thing # and name
Video or Graphic
Direct link to the video
Key vocabulary and
MITECHS and ISTE,
I Can Statements
Completing this Quest
Check it off reminder
Link to the next Quest
1. Sign up on the Teacher Registration page. Please watch for and save the information for the login information for the Teacher Resource login page.
2. Select the "Teacher Start Page" from the top menu. Go through the teacher resource pages and take notes of important details in your Personal Goals and Reflections Document that you might find helpful in creating your Final Assignment.
- Consider: pacing and managing student work, devices, assessment and evaluation, delivery method, tool selection, and local filtering of URLs and videos.
3. Join the 21things4students teacher listserv to keep up to date on new information. Send a blank email to email@example.com.
4. Take this Quiz
or use the direct link: Quizlet Quiz. The answers are drawn from the teacher resources.
5. Reflection suggestions:
- How will you manage student work?
- How will you assess learners?
- As you think about implementing these resources in your setting, what potential roadblocks do you foresee ?
- Which teaching resources can help you meet the needs of all learners?
Move on to Implementation Models
Addressing the ISTE Standards For Educators
1a. Set professional learning goals to explore and apply pedagogical approaches made possible by technology and reflect on their effectiveness.
1c. Stay current with research that supports improved student learning outcomes, including findings from the learning sciences.
2b. Advocate for equitable access to educational technology, digital content and learning opportunities to meet the diverse needs of all students.
2c. Model for colleagues the identification, exploration,
evaluation, curation and adoption of
new digital resources and tools for learning.
4b. Collaborate and co-learn with students to discover and use new digital resources and diagnose and troubleshoot technology issues.
5a. Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
5b. Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
5c. Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.
6a. Foster a culture where students take ownership of their learning goals and outcomes in both independent and group settings.
6b. Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on maker spaces or in the field.
6c. Create learning opportunities that challenge students to use a design process and computational thinking to innovate and solve problems.
6d. Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.