Grade 6 Technology Applications South Dakota Standards

112 standards - South Dakota standards

These are the official Grade 6 Technology Applications South Dakota standards — the exact codes and student expectations grade 6 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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6..ET.DC.3.2

Work with librarians and educators in media literacy to demonstrate an understanding of how to locate digital and non- digital information and resources.

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6.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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6.ET.CC.1.1

Identify a variety of platforms and digital tools before, during, and after completion of a task.

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6.ET.CC.1.2

Use a variety of tools to communicate their learning effectively.

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6.ET.CC.2

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

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6.ET.CC.2.1

Create an audio and/or visual project using online materials that are cited correctly.

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6.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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6.ET.CC.3.1

Select from a list of tools to create data visualizations that are easily understood by their peers.

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6.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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6.ET.CT.1.1

With support, analyze data to create models.

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6.ET.CT.2

Students use the computational thought process to represent data, deconstruct problems, identify key information, and formulate solutions.

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6.ET.CT.2.1

Gather data and determine if patterns or trends are present.

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6.ET.CT.3

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

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6.ET.CT.3.1

Create algorithms to demonstrate an understanding of logical processes and use reasoning.

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6.ET.CT.3.2

Identify technology automation.

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6.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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6.ET.DC.1.1

Implement basic precautions to protect themselves and others when using digital technology.

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6.ET.DC.1.2

Identify the risks of sharing information online and assess the importance of a positive digital footprint.

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6.ET.DC.1.3

Recognize and discuss ways to maintain personal safety and avoid online victimization.

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6.ET.DC.2

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

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6.ET.DC.2.2

Recognize the impact of cyberbullying in online communication, relationships, and mental health.

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6.ET.DC.2.3

Identify the positive and negative impact the use of technology can have on personal, professional, and community relationships.

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6.ET.DC.3

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

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6.ET.DC.3.1

Demonstrate an understanding of intellectual property and terms of use.

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6.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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6.ET.DC.4.1

Define security vulnerabilities to protect personal privacy.

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6.ET.DC.4.2

Demonstrate an understanding of when and when not to click on links, pop-ups, and advertisements while using the Internet.

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6.ET.ED.2.3

Distribute tasks and maintain a project timeline when collaboratively developing artifacts.

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6.ET.EL.1

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

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6.ET.EL.1.1

Identify personal learning goals while using digital tools with teacher assistance.

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6.ET.EL.1.2

Utilize teacher-selected digital tools and resources to assist them in their learning.

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6.ET.EL.1.3

Use digital tools to provide feedback to peers.

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6.ET.EL.2

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

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6.ET.EL.2.1

Identify and engage in school provided virtual learning environments.

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6.ET.EL.2.2

Customize their learning in collaboration with an educator.

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6.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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6.ET.EL.3.1

Use teacher-provided interactive digital tools to gather data to help make decisions.

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6.ET.EL.3.2

Actively seek performance feedback from teachers and peers using digital tools to improve and demonstrate learning.

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6.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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6.ET.EL.4.1

Demonstrate the use of keyed technology to produce a product in any learning environment.

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6.ET.EL.4.2

Use a checklist of items to consider when troubleshooting problems.

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6.ET.EL.4.3

Navigate a variety of digital tools and transfer their knowledge to learn new skills.

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6.ET.EL.4.4

Demonstrate knowledge of a variety of word processing tools to complete a task.

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6.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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6.ET.GC.1.1

Use a variety of digital tools to collaborate and communicate with peers, experts, and other audiences.

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6.ET.GC.1.2

Use digital tools to connect with people of different backgrounds, cultures and different points of view.

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6.ET.GC.1.3

Use digital tools to gather information, create products, and present material regarding local, national, and global issues.

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6.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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6.ET.GC.2.1

Identify group roles to actively participate and take ownership for the work of a team.

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6.ET.GC.2.2

Collaborate using a variety of digital tools to present group findings and results to local or global audiences.

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6.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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6.ET.ID.1.1

Identify and apply a selected design process with teacher support.

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6.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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6.ET.ID.2.1

Explain how optimization is the process of making a prototype through trial and error as fully functional and effective as possible.

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6.ET.ID.2.2

Demonstrate an understanding that the design process is iterative.

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6.ET.KC.1

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

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6.ET.KC.1.1

Explain the differences among various search engines and how they rank results.

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6.ET.KC.2

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

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6.ET.KC.2.1

Demonstrate knowledge that not all online sources are accurate and credible.

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6.ET.KC.2.2

With support, select online resources based on a list of criteria.

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6.ET.KC.3

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

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6.ET.KC.3.1

Locate and collect resources from a variety of sources and organize into collections for a wide range of projects and purposes.

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6.ET.KC.4

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

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6.ET.KC.4.1

Develop digital materials to promote personal or real- world understanding.

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ET.DC.2.1

Demonstrate an understanding of the importance of external and internal Acceptable Use Policies or Terms of Use.

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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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6.CP.1.1

Identify the reasons for using technology tools for interpersonal interactions.

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6.CP.2.1

Compare and contrast the effects of different forms of technology on different audiences.

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6.CT.1.1

Demonstrate touch-type at 20 gwam with 2 or fewer errors per minute in a 3 minute time period.

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6.CT.1.2

Investigate the functionality of various storage devices providing rationale for their uses.

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6.CT.2.1

Demonstrate ways to present and publish information using a variety of common applications.

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6.CT.2.2

Incorporate the use of software features that demonstrate a broader understanding of the software.

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6.CT.3.1

Differentiate versions of software and file formats.

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6.IL.1.1

Describe the organizational structure of searchable resources.

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6.IL.2.1

Select online sources based on a list of criteria.

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6.NC.1.1

Compare technology from the past to the present as a progression of input, process, output.

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6.NC.2.1

Analyze the processes of technology systems.

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6.NC.3.1

Identify careers in various technology areas.

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6.NC.4.1

Demonstrate the iterative nature of the design process.

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6.SI.1.1

Apply basic software/hardware solutions to protect themselves and others when using Information and Communications Technologies (ICT).

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6.SI.2.1

Analyze how adoption of technological advancements produces change.

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