2E Summary and Evidence


Coach teachers in and model design and implementation of technology-enhanced learning experiences using differentiation, including adjusting content, process, product, and learning environment based upon student readiness levels, learning styles, interests, and personal goals).

Create a Culture of Play (image by https://flic.kr/p/sU3qW)
Create a Culture of Play (image by https://flic.kr/p/sU3qW)

2E Summary

  • The affordance model is one way to transform a classroom learning environment based on the needs of the learners and create a culture of adaption and flexibillty.
  • When incorporating technology-enhanced learning take advantage of the affordance model to incorporate technical assistants–students from the class–to help their peers.
  • Provide opportunities–dedicated time, space, and culture–to play and experiment.

“…[S]tudents have their own unique learning styles and preferences using technologies. While some may prefer the printed text, others may prefer the quick search capabilities in a digital text. Allow students the space and time to explore the tools and also capture the tool preferences of students (both digital and analog) in a matrix to share with the class. This can also be a helpful collaborative activity in the classroom (p. 70).”

2E Evidence

What is Innovation?