Grade 2 Technology Applications South Dakota Standards

108 standards - South Dakota standards

These are the official Grade 2 Technology Applications South Dakota standards — the exact codes and student expectations grade 2 teachers are required to teach and South Dakota state test assesses. Browse every standard below, then generate a print-ready, standards-aligned worksheet, lesson plan, exit ticket, or assessment for any of them in seconds.

Standards

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.

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Knowledge Constructor

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Students use digital tools to broaden their perspectives and enrich their learning by collaborating with others and working effectively in teams locally and globally.

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Global Collaborator

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Students communicate clearly and express themselves creatively for a variety of purposes using the platforms, tools, styles, formats and digital media appropriate to their goals.

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Creative Communicator

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Students use a variety of technologies within a design process to identify and solve problems by creating new, useful or imaginative solutions.

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Innovative Designer

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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.

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Digital Citizen

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Students develop and employ strategies for demonstrating an understanding of and solving problems in ways that leverage the power of technological methods to develop and test solutions.

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Computational Thinker

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Students leverage technology to take an active role in choosing, achieving and demonstrating competency in their learning goals, informed by the learning sciences.

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Empowered Learner

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2.ET.CC.1

Students evaluate and select a variety of platforms and tools to create products and communicate with others to appropriately complete tasks.

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2.ET.CC.1.1

With guidance, select a digital tool to use to communicate and publish their work.

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2.ET.CC.2

Students create original artifacts or responsibly remix or repurpose existing digital resources.

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2.ET.CC.2.1

Use grade-appropriate digital tools to create original works and other artifacts, including the responsible reuse of works created by others.

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2.ET.CC.2.2

Discuss in small and whole groups how they can use works created by others.

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2.ET.CC.3

Students select the appropriate medium and communicate clear, complex ideas through the use of visualizations for an intended audience.

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2.ET.CC.3.1

Present their ideas and other information using multimedia and digital tools.

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2.ET.CT.1

Students select appropriate technology to analyze data, create models, and problem-solve through the use of logical thinking.

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2.ET.CT.1.1

Individually create a model or graph to visually demonstrate an understanding of a concept.

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2.ET.CT.2

Students select the most effective tools to represent data, deconstruct problems, identify key information, and formulate solutions.

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2.ET.CT.2.1

Independently, analyze data and look for similarities in order to identify patterns and categories.

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2.ET.CT.3

Students will recognize basic concepts of automation including decomposition, abstraction, use algorithmic thinking, and pattern recognition.

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2.ET.CT.3.1

With guidance, create grade-appropriate computer- based programs that solve problems by (a) using automation to control a process, (b) identifying the most important information needed to solve a problem, (c) breaking multi-step problems into smaller parts, and (d) identifying and using patterns during problem-solving.

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2.ET.DC.1

Students will demonstrate an understanding of the importance of creating and maintaining a positive online identity and the permanence and future impact of their online and offline decisions when using digital technology.

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2.ET.DC.1.1

Demonstrate awareness of proper online behaviors and how online interactions impact their lives in digital and non- digital spaces.

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2.ET.DC.1.2

Distinguish between grade appropriate positive and meaningful contributions with negative and harmful contributions in digital spaces.

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2.ET.DC.2

Students will practice positive, safe, legal, and ethical behavior when using technology.

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2.ET.DC.2.1

With teacher guidance, demonstrate appropriate and safe behaviors when using digital tools in school and/or classroom digital spaces.

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2.ET.DC.2.2

Explain how to independently resolve negative situations in digital spaces.

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2.ET.DC.3

Students demonstrate and promote respect for using and sharing the intellectual property of others and themselves.

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2.ET.DC.3.1

Interpret and follow the ownership rights of intellectual property of others.

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2.ET.DC.3.2

Identify the author, date, and subject within different sources of information.

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2.ET.DC.3.3

Interpret their intellectual property rights as a content producer.

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2.ET.DC.4

Students demonstrate an understanding of how personal data is collected, tracked, and used, how to maintain privacy, and how to safely share it online.

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2.ET.DC.4.1

With support from a teacher, determine how technology exists in many areas of their lives and the importance of keeping personal information private.

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2.ET.DC.4.2

Distinguish what information can and cannot be shared online.

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2.ET.EL.1

Students will develop technology strategies to achieve and reflect on learning goals to improve outcomes.

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2.ET.EL.1.1

Use digital tools to monitor progress towards and achieve intended learning outcomes.

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2.ET.EL.1.2

During dialogue with peers and teachers, draw conclusions about their use of digital tools to achieve an intended outcome.

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2.ET.EL.2

With or without support, students build networks of experts and peers to enhance their learning.

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2.ET.EL.2.1

Collaborate with others using digital tools.

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2.ET.EL.2.2

Use online learning spaces to engage in learning both in and out of the classroom.

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2.ET.EL.2.3

Seek out and use instructional videos and other digital resources during learning and collaboration.

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2.ET.EL.3

Students improve learning by seeking feedback from others using digital tools and other resources to demonstrate learning in a variety of ways.

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2.ET.EL.3.1

Ask and answer questions about learning tasks and progress with peers and use feedback to improve digital products and processes during technology-rich learning experiences.

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2.ET.EL.4

Students demonstrate an understanding of how technology works, know how to independently troubleshoot, and are not afraid to take a risk in choosing and utilizing new or current technologies for learning.

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2.ET.EL.4.1

Independently utilize grade-level appropriate digital tools (e.g. touchscreen tablets, interactive whiteboards) to complete learning tasks.

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2.ET.EL.4.2

Independently and collaboratively solve minor problems when using age appropriate digital tools.

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2.ET.EL.4.3

Identify the location of punctuation and symbols on a keyboard.

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2.ET.EL.4.4

Demonstrate use of proper finger placement on all letters and punctuation in the home row.

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2.ET.EL.4.5

Explain or teach a digital tool to another person.

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2.ET.GC.1

Students will use collaborative digital tools to connect with people of different backgrounds, cultures, and points of view to examine local, national, and global issues.

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2.ET.GC.1.1

Collaboratively create multimedia products and artifacts with people from other backgrounds, cultures, and points of view.

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2.ET.GC.2

In a collaborative team, students will perform a variety of roles to complete a project or solve a problem using digital tools.

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2.ET.GC.2.1

In a small group, perform multiple roles and use a design process to complete a project or solve a problem using digital tools.

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2.ET.ID.1

With or without the use of technology, students can apply a design process to generate ideas, consider possible solutions, create a plan to solve a problem, and share their innovative ideas with others.

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2.ET.ID.1.1

Utilize strategies, such as the engineering design process or scientific method, to demonstrate understanding and solve problems.

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2.ET.ID.1.2

Present solutions to an audience (e.g., class, parents, guest) using digital tools.

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2.ET.ID.2

Students persevere when researching and solving open- ended problems and use trial-and-error strategies to test and refine prototypes.

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2.ET.ID.2.1

Independently test ideas to determine possible solutions to problems.

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2.ET.ID.2.2

Reflect on the results of trial and error during problem- solving to plan next steps and improve solutions.

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2.ET.KC.1

Students employ appropriate research techniques to effectively locate credible resources to help them in the learning process.

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2.ET.KC.1.1

Independently use appropriate search terms when researching a given topic using the internet.

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2.ET.KC.2

Students learn how to evaluate sources for currency, authority, accuracy, perspective and relevance.

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2.ET.KC.2.1

Distinguish between fact and opinion on a website, and fiction and nonfiction in a digital resource.

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2.ET.KC.3

Students use a variety of strategies and digital tools to organize information and make meaningful connections.

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2.ET.KC.3.1

With guidance, use digital multimedia tools to organize information.

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2.ET.KC.3.2

Use digital platforms and graphic organizers as a class or with a partner to demonstrate a shared understanding of the content.

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2.ET.KC.4

Students use digital tools to explore real world problems and issues and pursue potential solutions.

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2.ET.KC.4.1

With teacher support, select an appropriate digital tool to solve a real-world problem.

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2.ET.KC.4.2

Individually, use digital tools to create solutions to real- world problems.

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2.ET.KC.4.3

Utilize diverse media formats (e.g., website video clip, print, digital/print weekly) to report on a shared topic, then participate in a classroom discussion on the topic using digital tools.

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Students determine the reliability and relevancy of Information

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Students use technology to locate and acquire information.

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Information Literacy

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Students exchange information and ideas for an identified purpose through Information Technologies.

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Students understand the purpose of information technologies to communicate with a variety of collaborators.

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Information & Communication Technology Processes

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Students evaluate and select information tools based on the appropriateness to specific tasks

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Students use technology to enhance learning, extend capability, and promote creativity.

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Students recognize and demonstrate skills in operating technological systems.

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Information & Communication Technology Tools

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Students investigate the advantages and disadvantages of technology.

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Students understand the safe, ethical, legal, and societal issues related to technology.

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Social Interactions in Information & Communication Technology

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Students understand the purpose and demonstrate the use of the design process in problem solving.

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Students analyze the relationships and the connections between technologies in different fields of study and how they apply to communities.

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Students analyze the parts of a technological system in terms of input, process, output, and feedback.

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Students understand the history and progression of technology in relation to the development and design of future technology.

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Nature, Concepts and Systems (systems thinking, interactions, and design)

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2.CP.1.1

With assistance, demonstrate the ability to work with others when using technology tools to convey ideas or illustrate simple concepts.

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2.CP.2.1

Use information technologies to communicate and share an idea, with assistance.

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2.CT.1.1

Demonstrate saving and retrieving a file to/from a specified, existing folder with assistance.

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2.CT.2.1

Use a directed variety of media for learning activities.

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2.CT.3.1

Select an appropriate tool for a task given a list of technologies.

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2.IL.1.1

Select from several teacher-selected internet sites to locate information.

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2.IL.2.1

Distinguish among fact, fiction, and opinion.

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2.NC.1.1

Describe the progression of technology.

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2.NC.2.1

Define each component in a systems-thinking model.

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2.NC.3.1

Classify whether technologies are used in the home, school, or community.

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2.NC.4.1

Choose among given alternatives to solve a problem.

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2.SI.1.1

Describe ownership rights of technology-created work (copyright).

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2.SI.1.2

Utilize appropriate and safe technology behaviors.

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2.SI.2.1

Identify advantages of tools/technology in the community.

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