Ultimate Educator Championship
“Where Learning Never Taps Out”


Introduction: As an educator in the 21st century you are being challenged to keep your students motivated and engaged to learn in the classroom. You are expected to compete with virtual and interactive video games and electronic handheld devices that contain applications to access the internet and navigational tools. These devices allow the user to download music, videos and entire books in a matter of seconds. 

As the underdog in this decagon arena, are you up for the challenge? Can you use your strengths of classroom management, subject integration, nurturing, communication, and overall experience to help you as tag team with Smart technologies in order to pair against THE BIG; THE BAD; THE UGLY… RECREATIONAL TECHNOLOGY? The opposition has leisure on its side, student interest, and in some cases, inappropriate materials such as weapons and violence.

In order to win this struggle you must train hard, practice and push yourself to new limits. You can use a variety of methods in order to come out “on top.” Do your best.  Along the way, don't forget to ask yourself these essential questions:               

1.)  How can teachers use Smart technology to motivate students?                

2.)  How can design tricks engage students in the same ways that video games capture their attention?



The learners in this WebQuest are those in the education field.  Teachers, administrators, paraprofessionals, and anyone else who works with Smart Boards and Smart Notebook technology would benefit from this WebQuest.  These learners will work on design and implementation of Smart Notebooks in the classroom setting.

Curriculum Standards  

2a. Teachers design, develop, and evaluate authentic learning experiences and assessment incorporating contemporary tools and resources to maximize content learning in context and to develop the knowledge, skills, and attitudes identified in the NETS•S. Teachers design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity.

2b.  Teachers design, develop, and evaluate authentic learning experiences and assessment incorporating contemporary tools and resources to maximize content learning in context and to develop the knowledge, skills, and attitudes identified in the NETS•S. Teachers 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.

3b.  Teachers exhibit knowledge, skills, and work processes representative of an innovative professional in a global and digital society. Teachers collaborate with students, peers, parents, and community members using digital tools and resources to support student success and innovation.



Step 1:  Explore the following websites:  Online Support - Cheat Sheets, Interactive White Board Tutorials, Online Trainings.  On each website, look for a new strategy, design technique or method that you can use to create a lesson that will be so engaging, that it will be solid competition for video games and movies.  Create and try out a simple Smart Notebook activity using one of the new strategies or methods.

Step 2:  Read over the Smart Notebook Design Cheat Sheet (found below).  Within Smart Notebook, try each strategy at least once.

Step 3:  Create a Smart Notebook file, consisting of at least three pages, which meets the standards you will teach over the next school quarter.  Within the File, use at least one of the design techniques from the Smart Notebook Design Cheat Sheet.

Step 4:  Share your Smart Notebook file with a colleague, or an administrator.  Ask your colleague to complete the Evaluation rubric for you.  Take any critique to improve on your notebook file.  Remember the competition you’re up against.  You need your notebook to be the best it can be.

Step 5:  Use your Smart Notebook file in your classroom.  Be amazed that you really can compete with video games and their ilk.

Resources Needed    

  Smart Notebook Software     

  At least two teachers willing to collaborate together  Smile  

  Smart Board     

•  LCD Projector


After Step 1, self-assess your New Strategy Activity. 


After Steps 2 and 3, have a colleague look at your Smart Notebook File (Step 4) and complete the rubric.  


(Steps 1-3)





Notebook Activity uses  new Strategy. (Standard 2a)


Strategy evident in activity.

Strategy is an engaging part of the activity.

Strategy keeps students engaged throughout the activity.

Notebook File uses Design Techniques

(Standard 2a)


One design technique from Notebook Cheat Sheet is evident.

Two design techniques from Notebook Cheat Sheet are evident.

Three design techniques from Notebook Cheat Sheet are evident.

Notebook File has 3 or more pages.

(Standard 2b)

Notebook includes three pages with standards.

Notebook includes four pages with standards.

Notebook includes five pages with standards.

Steps 4 and 5 will satisfy Standard 3b.


ACCEPTABLE:  3-4 points     GOOD:   5-6 points     EXEMPLARY:   7-9 points   So, how did you measure up?


Conclusion In conclusion, we are living in a world where technology plays a big part in our everyday lives.  It seems no matter where you go technology plays some part in it.  There is no way of getting around technology and it would be ridiculous to try.  As an educator, we want to see our students become the best citizens they can be in all content areas, especially technology.  We want our students to have access to technology every single school day while they are in the classroom.  This can only be accomplished if educators make the necessary tools available for their students to use. 

One of the most ground-breaking advancements developed for enhancing student learning has been the SMART board.  It has opened the door for each and every person who has come in contact with this interactive board.  It engages all students and captivates many.   With this being said, it is up to teachers to develop the necessary skills to ensure that all students have the opportunity to engage in the effectiveness of the SMART board.  With the help of this WebQuest, teachers can begin to develop those skills and help students become interactive while learning at the same time.