As
stated in the course text Technology
Integration for Meaningful Classroom Use, a GAME plan requires an
individual to “set goals, take action, monitor your learning, and evaluate your
learning” (Cennamo, Ross, & Ertmer, 2009, p. 7). In January, I developed a GAME plan that
consisted of two goals based on two indicators in the NETS-T. The first
indicator, indicator 2a, states that
teachers “Design or adapt relevant learning experiences that incorporate
digital tools and resources to promote student learning and creativity” (NETS-T,
2008). The second indictor I selected,
indicator 3b, states that teachers “Collaborate with students, peers, parents,
and community members using digital tools and resources to support student
success and innovation” (NETS-T, 2008). It
is with these two indicators in mind that I established two driving goals for
my overall GAME plan.
My first goal included developing various project options
for students that incorporate different outlets of technology. Initially, I included several project options
for this goal including VoiceThreads, podcasts, iMovies, and Prezi
presentations. The second goal was to
create a class blog where I could collaborate with both students and parents.
Additionally the class blog was intended to help students correspond with one
another and work together outside of the classroom. After forming these goals, I began to take
action and soon realized that I may have been to ambitious. Therefore, I altered my goals and decided to
focus solely on two technology tools that could be used for digital
story-telling. These technology tools
include both VoiceThread and Prezi. Once
setting these boundaries, my goals became much more manageable.
The GAME plan process has helped me to achieve my technology
goals in a controllable, flexible, organized fashion. This process would be extremely beneficial
for my students, as we gear up for more problem-based learning activities. It will allow the students to set clear goals
and monitor and adjust those goals based on their progress. Moreover, giving students the opportunity to
gain ownership of and think about their own personal learning expeditions.
My most recent Walden course has not only helped me to
develop a GAME plan but has opened doors to incorporate problem based learning,
digital story telling tools as well as other collaborative tools into my
classroom. Digital story telling tools
can be integrated into various subject areas in the 4th grade
curriculum. One area that I am planning
to incorporate it, is in Language Arts.
Rather than writing book reports, students will be given the option to
create a digital story in the form of a “book advertisement” incising their
peers to read the novel. In addition to
digital story telling tools, I have brainstormed several content areas and
specific lessons where I can incorporate problem-based learning
activities. I have already begun to do
so in Science with a Global Warming research project and in Social Studies with
an explorer activity. I have learned so
much throughout this course and I am thankful for my professor and colleagues
who have supported me.
References:
Cennamo, K., Ross, J. &
Ertmer, P. (2009). Technology integration
for meaningful classroom use: A standards-based approach.Belmont,CA:Wadsworth,
Cengage Learning.
International Society for
Technology in Education. (2008). National
education technology standards for teachers (NETS-T). Retrieved from http://www.iste.org/standards/nets-for-teachers