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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
Table of Contents
Vision, Mission, Goals and Strategies 1
Needs Assessment... 3
Environment .. 7
Engagement . 8
Application .. 10
Tools . 11
Results .. 12
Executive Summary.... 15
References..... 16
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
Mission
The mission of Imaginary Creations STEAM Education Institute is to provide knowledge seekers
from diverse backgrounds with state of the art interdisciplinary educational and research
opportunities in Science, Technology, Engineering, Art, and Math (STEAM), utilizing cutting
edge technology and student-centered learning approaches based on constructionism, to equip
and inspire the next generation of STEAM leaders and pioneers with knowledge, skills and
attitude to attain research, academic and innovative excellence, through engagement in
exploration and experimentation, unleashing the potentials of imagination and creativity.
Vision
The vision of Imaginary Creations STEAM Education Institute is to become a leading provider of
state of the art interdisciplinary educational opportunities in Science, Technology, Engineering,
Art, and Math (STEAM), and a pioneering center of excellence in the development of cutting
edge research and practices in STEAM education, meeting the ever changing needs, demands
and challenges of the diverse global community.
Goal 1: Development of interest and engagement among the diverse learners for STEAM and
STEAM learning activities, STEAM investigation of content and practices, and life-long learning.
Strategy: Students will engage in computer guided project-based learning, seeking hands-on
knowledge, information and practical skills on STEAM contents and practices.
Goal 2: Development of analytical, critical thinking and problem solving skills among the diverse
learners as they pertain to the application of STEAM content and practices in real-life situations.
Strategy: Students will develop software solutions for problems using visual coding and
programming techniques and apply STEAM content and practices in building Lego based
designs and robotics.
Goal 3: Raise awareness among diverse learners, on the value and relevance of STEAM
education in terms of day-to-day life and vocational prospects of diverse learners, in meeting
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
the demands of career readiness and STEAM literacy, in a STEAM-capable workforce of the
diverse global society.
Strategy: Students will engage in active online learning, and hands-on and project based
learning, using laptops and iPads, Lego and robotics, on the STEAM related career prospects,
STEAM fields of study and STEAM research opportunities in advancing the quality of life for all.
Goal 4: Assurance of socially-just STEAM education, providing STEAM literacy opportunities, for
diverse learners, minimizing access barriers and closing achievement gaps, optimizing learning
outcomes for all learners regardless of ability, disability and learning differences.
Strategy: Students with special-needs will be facilitated with technology based modifications
and accommodations, differentiated instruction and personalized learning, minimizing access
barriers, striving for universal access. STEAM educators will be provided with training on how to
expand STEAM learning to diverse learners and the availability of novel technological and
pedagogical means and strategies to facilitate diverse learners.
Goal 5: Training and development for STEAM educators on how to expand STEAM learning to
diverse learners and the availability of novel technological and pedagogical means and
strategies to facilitate diverse learners.
Strategy 5: Provision of training and development for STEAM educators on how to expand
STEAM learning to diverse learners and the availability of novel technological and pedagogical
means and strategies to facilitate diverse learners.
Needs Assessment
Internal Factors
Proactive partnerships with USA Science and engineering festival, World Robot Olympiad
(WRO), and local public and private school systems
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
A diverse student body of motivated, enthusiastic and quite computer savvy learners
Personalized online learning via Learning Management System (LMS): enhanced student
progress tracking, student profiles, and ease of access
STEAM based enrichment programs and services for Home Schooled and afterschool students
Opportunities for students and parents to choose from a vast range of STEAM learning programs
such as software coding, Lego construction, STEM education, math, language arts, music and
art, and the ability to adapt and modify STEAM programs and software to facilitate students
with special needs
The geographical location of the institute - a prime commercial location with easy commute
Assets: 20 laptops, 5 iPads, 3 printers, 5 introductory Lego kits, 5 intermediate Lego kits, 10-
robotics kits, Abacuses (as needed), high-speed Internet connection, computer and laptop
accessories, rent shared office building
Fiscal limitations Constraints in budgetary flexibility due to all financial support and funding
being solely depended on the owner
The constant need for updating, maintenance, and replacement of technology equipment such
as computers, iPad, Lego kits, robotic gadgets at a higher than normal rate due to ever changing
trends, developments and advances in the field of technology and STEAM fields
Limited avenues and resources for further training and development of faculty in STEAM related
fields (other than the initial training)
Limited number of class sessions per day due to small class size
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
External Factors
Potential growth in demand for expansion of STEAM education programs due to ever changing
trends, developments and advances in the fields of STEAM
Potential for establishing new partnerships with STEAM institutes, societies, public and private
schools, special education and minority advocacy groups etc.
Increase in demand for STEAM promotional events in special education and minority
communities, STEAM workshops and camp events
Potential for expansion of STEAM programs into the students with special needs and minority
communities
Potential for creative and low cost marketing and advertising such as local community websites,
face book pages, parent groups, special education programs, STEAN education promotional
event, STEAM fairs, book fairs etc.
Challenges to do with responding to STEAM education expansion and staff training and
development opportunities due to budgetary constraints
Challenges in adapting to ever changing advances and developments in technology and STEAM
related fields
Challenges in student retention due to loss of interest, complexity of STEAM learning content,
moving out of the local area etc.
Environmental effects Class cancellations and make-up classes due to inclement weather,
illness, other emergencies etc.
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
Goal 1: Development of interest and Strategy: Students will engage in computer guided project-
engagement among the diverse based learning, solving problems, and seeking hands-on
learners for STEAM and STEAM knowledge, information and practical skills on STEAM
learning activities, STEAM contents and practices.
investigation of content and practices,
and life-long learning. At every lesson unit the students will focus on mastering
STEAM concepts, principles and theories, incorporating the
newly learnt material with prior knowledge and
understanding.
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
and the availability of novel pedagogical means and strategies to facilitate diverse
technological and pedagogical means learners.
and strategies to facilitate diverse
learners. All STEAM educators will be provided with mandatory
training sessions on identifying specific needs of learners in
the forms of student evaluation, conversation with parents,
studying IEPs, collaboration among peer learners,
collaboration among colleagues and means of reaching out
to special education experts in the field.
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
Environment
The ideal learning environment for STEAM education will be a Blended learning environment
based on blended learning model. The blended learning model is an amalgamation of both
behaviorist and constructivist learning theories (Hamilton, 2015). Imaginary Creations STEAM
Education Institute, will be following the blended learning model, incorporating interactive
learning by means of face-to-face teaching/learning and online learning approaches. Classes
will include students from multiple age groups, belonging to multiple types of programs and
levels. Each student will have access to the Learning Management System (LMS) through their
personal profiles.
The education framework of Imaginary Creations STEAM Education Institute will be established
on Lego Educations 4C framework, encouraging the students to engage in independent and
collaborative experimentation, exploration, and discovery in the process of gaining knowledge
through project-based learning, collaborating with peers, along with guidance and facilitation
by the educator (Lego Education, 2016).
Connect: students will be presented with new topics or tasks, allowing them to
engage in inquiry, connecting new learning experiences with existing knowledge
(Lego Education, 2016).
Construct: Students will engage in experimentation and collaboration trough a
building activity during every task (Lego Education, 2016).
Contemplate: Students will engage in deep thinking, collaborating with peers
deliberating and discussing about their tasks and experimentations (Lego Education,
2016).
Continue: Students will progress transitioning from one task to another task with
motivation and curiosity, building on the acquired knowledge through extension,
continuation and advancement (Lego Education, 2016).
Imaginary Creations STEAM Education Institute will be striving for universal access, minimizing
access barriers, solidifying its commitment to facilitate diverse learners of varied abilities,
disabilities and learning differences by incorporating blended learning theories with technology
based modifications and accommodations, differentiated instruction, personalized learning,
and multiple learning modalities and multiple assessment and evaluation tools, techniques, and
methodologies.
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
Engagement
All students will engage in the development of critical thinking, problem solving, creativity,
communication and collaboration skills in the process of mastering STEAM concepts introduced
through project-based design and constructions.
At the beginning of the learning program, all students will be provided with hands on training
on computer literacy and navigational skills, in order to make students engage in learning with
confidence using the learning management system for logging in and out of the personal
profile, browsing and navigating between screens, tasks and modules.
Diverse learners with varied abilities, disabilities and learning differences will be engaged
through providing accommodations and modifications and one-on-one guidance.
Staff will be engaged through providing periodic training on novel changes in STEAM education,
diversity awareness, accommodations and modifications for diverse learners and avenues and
incentives for engagement in further development and education.
Parents will be engaged through providing constant feedback, opportunities for class-
observation and ability for tracking of student progress through online access to personal
student profiles from home.
Application Tools
Hardware, software and other application tools needed for STEAM education include the
following:
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
Online STEAM learning and education course sites form STEAM education providers
such as Lego Education, Growth engineering, Tynker Coding for kids, Connection
Learnings by Pearson, etc.
Online Learning Management Systems (LMS) such as CANVAS, TalentLMS, Schoology,
HostedLMS, etc.
Cloud-based class management software such as ASAP asapconnected.com,
proclassonline.com, Jackrabbitclass.com, etc.
Results
All learners at Imaginary Creations STEAM Education Institute, including diverse learners
will be provided with state of the art interdisciplinary educational and research
opportunities in Science, Technology, Engineering, Art, and Math (STEAM), utilizing cutting
edge technology and student-centered learning approaches based on constructionism. The
learners will attain academic, research and innovative excellence, through project-based
learning, engaging in exploration, experimentation, discovery, creativity and collaboration,
mastering knowledge, skills and attitudes, that will be of value in everyday life as well as in
future career and vocational prospects.
Implementation
Budget
The funds required will include the costs involved with professional development and training
of new and existing academic staff with the pedagogical knowledge and skills required in
adapting the existing curricular to suit the needs of diverse learners.
No additional funds will be required for technological assets as all existing computer hardware,
software and educational technological assets owned by Imaginary creations STEAM Education
Institute will be utilized in implementing this technology plan to adapt the curricular and
training development practices to better address the needs of diverse learners.
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
20 laptops,
5 iPads,
3 printers,
other computer accessories such as headphones, keyboards and mice, USB flash
drives,
high-speed Internet connection,
network cables, routers
backup and recovery software/hardware,
Devices and equipment already owned by individual students will be utilized as needed
to facilitate accommodation and modification for diverse learners such as augmented
communications devices (ACC).
Communication switches
iPad apps
Mobility, visual and auditory equipment and devices
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
The strategies and measures for the four goals and objectives mentioned in the planning
process will be implemented, adapting curriculum and instruction to suit the needs of diverse
learners at every project and problem based lesson.
Goal 1: Development of interest and engagement among all learners including diverse
learners for STEAM and STEAM learning activities, STEAM investigation of content and
practices, and life-long learning.
Goal 2: Development of analytical, critical thinking and problem solving skills among the
all learners including diverse learners as they pertain to the application of STEAM
content and practices in real-life situations.
Goal 3: Raise awareness among all learners including diverse learners, on the value and
relevance of STEAM education in terms of day-to-day life as well as vocational prospects
of diverse learners, in meeting the demands of career readiness and STEAM literacy, in a
STEAM-capable workforce of the diverse global society.
Goal 4: Assurance of socially-just STEAM education, providing STEAM literacy
opportunities, for diverse learners, minimizing access barriers and closing achievement
gaps, optimizing learning outcomes for all learners regardless of ability, disability and
learning differences.
Goal 5: Training and development for STEAM educators on how to expand STEAM
learning to diverse learners and the availability of novel technological and pedagogical
means and strategies to facilitate diverse learners.
The STEAM programs will be structured into multiple levels based on age groups, enabling
students advance progressively through the course of learning mastering the STEAM concepts
at every level, meeting the four goals and objectives at every project based lesson.
All STEAM education programs at Imaginary Creations STEAM Education Institute will be
implemented as fully computer guided projects where students will engage in problem and
discovery based learning, experiencing and seeking hands-on knowledge, information and
practical skills on STEAM contents and practices.
New students will be provided with technical training on individual basis as required following
an initial technical skills assessment for computer based online learning at the beginning of the
programs. Students will also be educated on the ethics and netiquette issues related to online
learning.
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
New academic staff will be provided with professional development and training in three core
areas for 10 hours on an individual basis as required prior to commencing in-class teaching.
All academic staff will be provided with training and development on curriculum and learning
system changes as required in an ongoing basis.
Lesson Plans
The education framework of Imaginary Creations STEAM Education Institute will be established
on Lego Educations 4C framework: Connect; Construct; Contemplate; Continue; where
students will be encouraged to experiment and explore in the process of gaining new
knowledge, collaborating with peers, while being guided and facilitated at all times by the
teacher/instructor.
All lessons will be conducted in a blended learning environment combining computer- based
online guidance through the LMS along with facilitation by the instructor/educator as and when
necessary.
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
Duration 1 Hour
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
Topic Merry-Go-Round
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
Duration 1 Hour
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
Topic Freewheeling
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
Duration 1 Hour
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
Executive Summary
The educational technology plan of Imaginary Creations STEAM Education Institute for 2016-
2019 academic years are aligned to the National Educational Technology Plan of United States
of America and Educational Technology Plan of the State of Virginia.
This Educational Technology plan reflects the vision, mission and goals and objectives of the
Imaginary Creations STEAM Education Institute, specifically focusing on interdisciplinary
educational and research opportunities in Science, Technology, Engineering, Art, and Math
(STEAM). While this technology plan focuses on all learners, the primary purpose is to adapt the
curricular and training development practices to better address the STEAM education needs of
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
diverse learners with varied abilities, disabilities and learning needs, coming from wide-ranging
socio economic and cultural backgrounds.
The four goals and the respective strategies are intended to serve the purpose of constructing a
barrier free learning environment, providing optimum accessibility to diverse learners,
facilitating active engagement in a state of the art STEAM education utilizing cutting edge
STEAM education research and practices, in order to meet the ever changing needs, demands
and challenges of the diverse global community.
Crosswalk of Goals
A goal comparison of the National Educational Technology Plan of United States of America, the
Educational Technology Plan for the State of Virginia, and the Imaginary Creations STEAM
Education Institute Strategic Plan.
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
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Technology Implementation Plan EDUC 629
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
Infrastructure: Enabling access and Provide students with All students will be
effective use - All access to authentic provided with their own
students and and appropriate tools personal computer and
educators will have to gain knowledge, online student profile
access to a robust and develop providing access to the
comprehensive skills, extend LMS, which keeps
infrastructure when capabilities, and create course contents,
and where they need it and disseminate learning material and
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
References
Hamilton, B. (2015). Integrating technology in the classroom: Tools to meet the needs of every student.
Arlington, VA: Integrated Society for Technology in Education.
U.S. Department of Education (USDOE) & Office of Educational Technology (OET). (2016). National
educational technology plan. Retrieved August 20, 2016, from http://tech.ed.gov/netp/
Virginia Department of Education (VDOE). (2010-2015). Educational technology plan for Virginia 2010
2015. Richmond, VA. Retrieved August 20, 2016, from,
http://www.doe.virginia.gov/support/technology/edtech_plan/executive_summary.pdf
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Technology Implementation Plan EDUC 629
Imaginary Creations STEAM Education Institute Dona Thanushi N S Hettipathirana
Appendix A
What is your field of expertise and what sort of professionals do you train?
What factors should an instructional technologist be taking into consideration when introducing
novel technology?
Answer: First of all, nobody likes change, not even the software developers. Two important factors, the
expertise and familiarity of the trainees on the existing technology and the significance of the change
that is to take place.
Answer: First of all, you have to know the goal and significance of the training session. If the training is
to focused simply on periodical technology updating, you dont need much preparation and analysis. But
if it is a total software overhaul you need extensive preparation. The best tool would be a presentation
highlighting major changes and how to adapt to the changes as quickly as possible.
What accommodations and modifications, if any, do you consider for diverse individuals with
varied abilities, disabilities and learning and cultural differences?
Answer: Software engineers come from all backgrounds and diversities, but since the subject matter is-
technology - something they all share in common, cultural factors dont matter much. However, if
someone needs enhanced audio, headphones, or seating etc., I always make necessary special
accommodations and modifications, to ensure the comfortability of the individual as well as the
productivity and effectiveness of the training session.
What evaluation or assessment techniques did you use in ensuring the successful completion of
training sessions?
Answer: I always use an online questionnaire covering key discussion points, followed by simple
execution of some important coding segments incorporating the novel changes to the system.
Everybodys always welcome to forward questions during as well as after the sessions.
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