


NETS.T standards
1. Facilitate and Inspire Student Learning and Creativity
B) Engage students in exploring real-world issues and solving authentic problems using digital tools and resources.
C) Promote student reflection using collaborative tools to reveal and clarify students' conceptual understanding and thinking, planning, and creative processes.
Reflection
This project meets standard number 1B, engage students in exploring real-world issues and solving authentic problems using digital tools and resources. This project allows students to see how they can use digital tools such as Microsoft Access to organize their school activities, collection, and other data. Microsoft Access can help solve student issues with planning organizing as well as enhances their technical skills.
This project also meets 1C), promote student reflection using collaborative tools to reveal and clarify students' conceptual understanding and thinking, planning, and creative processes. . By using Microsoft Access, teachers can organize students’ personal data and student activities digitally. It also aids in planning and organization for daily lessons.
NET S. T Standards
2) Design and Develop Digital-Age Learning Experiences and Assessments
A. Design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity.
B. Develop technology-enriched learning environments that enable all students to pursue their individual curiosities and become active participants in setting their own educational goals, managing their own learning, and assessing their own progress.
4. Promote and Model Digital Citizenship and Responsibility
D. Develop and model cultural understanding and global awareness by engaging with colleagues and students of other cultures using digital-age communication and collaboration tools.
Reflection
The instructional courseware games meet standard number 2A.Design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity. Adapting learning experiences by incorporating digital games can promote students interests in learning. It providing fun learning activities on a computer rather than using a textbook.
Instructional courseware games meet standard number 2B because students can manage their own learning style throughout the whole digital lesson activity. They can proceed to challenging levels and answer questions based on the content at their own pace. Students will practice digital skill which make learning fun and easier for them. Over time, this will establish a technology rich learning environment.
The instructional courseware games meet standard number 4D because students were learning different cultures. For example: playing Photo Hunt in Hawaii provided challenging questions about the geographical area, the kinds of animals, and different places in Hawaii. It would make students realized how exciting it is to digitally learn various cultures and their information by just by playing a computer game.