International relations pdf ebook free download

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Crouching Dragon Hidden Tiger Can China And India Dominate The West? ISTE Standards for STUDENTS Today’s students must be prepared to thrive in a constantly evolving technological landscape. Students leverage technology to take an active role in choosing, achieving and demonstrating competency in their learning goals, informed by the learning sciences. Articulate and set personal learning goals: Age-appropriate opportunities for students to have a say in their learning goals and make choices on how to meet them. Learning process itself: Recognize and evaluate the steps taken to meet learning goals—What worked? Why did things unfold as they did?

What will you do differently in the future? Customize Choosing and making changes to meet Universal Design for Learning, and accessibility, for example, by using audio, video, dynamic glossaries, highlighting, note taking, voice command, text to speech, social bookmarking, cloud collaboration tools. Build networks: Enrich learning by making online connections with other learners and experts for personal or academic interests, for example, via social media, connecting through email, video conferencing, digital pen pals, etc. Learning environments: Local, physical and online environments, both formal and informal.

Use technology to seek feedback: Seek digital or human feedback, for example, via spell-check and grammar-check tools, online search, learning analytics programs that measure how time is spent on a problem or identify specific challenge areas, collaborative spaces that allow others to give feedback, reaching out to experts for input. Demonstrate learning in a variety of ways: Create artifacts to show how students have met their learning goals, for example, digital posters, blogs, digital stories, assessments, e-portfolios, project showcase, research paper and works of art. Fundamental concepts of technology operations: Basic knowledge of how to use devices and software applications. Transfer knowledge: Apply prior technical knowledge and experiences to figure out how new technologies or applications work. Emerging technologies: New digital tools and technologies that have potential to enhance the learning process. Students recognize the rights, responsibilities and opportunities of living, learning and working in an interconnected digital world, and they act and model in ways that are safe, legal and ethical.

Permanence of their actions: Digital content is everlasting, even when individuals delete it or believe privacy settings fully protect them from scrutiny. Positive behaviors Interactions that convey a portrait of the way you want to be perceived and healthy interactions with technology itself, for example, moderating the time online or gaming, ergonomic issues and balancing use of media with daily physical activity. Legal behaviors Interactions that are mindful of the law, for example, abiding by copyright and fair use, respecting network protections by not hacking them and not using another’s identity. Online or networked devices For example, internet-connected computers or tablets, multi-player gaming systems and cell phones. Building networks and learning environments: Age-appropriate opportunities for students to have a say in their learning goals and make choices on how to meet them. Intellectual property Content or ideas created by an individual or entity, for example, music, photos, narration, text and designs.

Managing personal data: For example, creating effective passwords, authenticating sources before providing personal information, sharing personal data conscientiously, not posting address or phone numbers visibly. Digital privacy and security: For example, activate privacy settings on social media accounts and search engines, recognize sites that use encryption, secure login and password information on shared devices, read and be conscientious about accepting privacy policies and access requests from apps and websites. Students critically curate a variety of resources using digital tools to construct knowledge, produce creative artifacts and make meaningful learning experiences for themselves and others. CRAAP test, using online bookmarking tools, using online note-taking tools. Information and other resources: For example, research or other data, digital assets and media such as photos, clip art, videos, audio clips. Learning process itself: Age-appropriate opportunities for students to have a say in their learning goals and make choices on how to meet them. Perspective: Who is the resource trying to reach?

What is its tone and mission? Does it show indications of problematic bias? How objective is the author and how reliable is the publication source? For clues, look at the domain name, affiliation, mission and vision. Relevance: Does the source meet your needs? Does it have the information you are looking for? Curate: To gather, select and categorize resources into themes in ways that are coherent and shareable.

Collections of artifacts: For example, portfolio, multimedia presentation, paper, project, video, demonstration, etc. Meaningful connections or conclusions: Learning that reflects a theme, proves a thesis or builds knowledge around an authentic topic. Build knowledge: Construct and expand understanding and perspective on a topic or idea. Students use a variety of technologies within a design process to identify and solve problems by creating new, useful or imaginative solutions. For example, human-centered design process, project-based learning, engineering design processes, scientific method.

Innovative artifacts: Artifacts created by new methods, original thinking or improvements to an existing artifact. For example, 3D printed artifacts, computer programs, robotics, simulations, virtual representations, prototypes, etc. Digital tools: For example, brainstorming tools, flow charts, drawing or mark-up tools, 2D or 3D design software, note-taking tools, project-management tools. Design constraints: For example, time, money, expertise, materials, conditions and potential obstacles. Calculated risks: A decision made after careful estimation of the probable outcome. Prototypes: A first or preliminary model of something from which other versions are developed or copied.