Thursday, January 31, 2013

Monitoring Your GAME Plan Progress


With technology integration in mind, I have created a GAME plan inspired by two of the NETS-T.  As previously stated, incorporated in my game plan are two goals, which include the integration of various digital tools as project options as well as the creation of a class blog.  With goals established, I then began to take action and seek out resources as well as support from my colleagues and administrators.  By doing so, I was able to attain a variety of resources and ideas, which have enabled me to push forward with my GAME plan.
In addition to creating goals and taking action, it is also imperative that I monitor and adjust my GAME plan when necessary.  As stated in the course text Technology Integration for Meaningful Classroom Use: A Standards-Based Approach, “Both self-monitoring and self-evaluation are considered essential components of self-directed learning” (Cennamo, Ross, & Ertmer, 2009, p. 11).  To aide in the process of monitoring my GAME plan, I have set aside time each day to reflect on my progress.  Each day I jot down thoughts, notes, and ideas in a journal as to what happened as well as why it may have happened.  The “key to effective reflection is the ability to go beyond a simple description of what happened [and] to consider why it happened” (Cennamo, Ross & Ertmer, 2009, p. 11).
After much reflection, I have come to realize that my original GAME plan goals may have been too ambitious.  Thus, I have decided to focus on one of my GAME plan goals and save the other for a different, separate GAME plan.  I have edited my goals and am now focusing on the inclusion and integration of digital tools as project options.  Now, I feel that I am better able to focus on this goal and attend to the tasks at hand.  I have continued to research and explore a variety of digital tools that can serve as project options for my fourth grade students.  Ultimately, I have decided to first introduce them to three digital tools, which I will provide as options for a culminating Social Studies project.  The three digital tools I have chosen to focus on are VoiceThread, digital concept mapping tools, and iMovie. 
Moving forward with my GAME plan, I have begun to create and generate examples using each of the three digital tools.  I feel that creating my own examples, will not only give students a preview of the final product, but also motivate and engage them.  I am truly excited as I continue with my GAME plan!

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

Wednesday, January 23, 2013

Carrying Out Your GAME Plan:


          In order to strengthen my confidence and proficiency with the integration of technology in my classroom, I have created a GAME plan inspired by two of the NETS-T.  A GAME plan requires an individual to “set goals, take action, monitor your learning, and evaluate your learning” (Cennamo, Ross, & Ertmer, 2009, p. 7).  Incorporated in my game plan are two goals, which include the integration of various digital tools as project options as well as the creation of a class blog.

            With these goals in mind, it is imperative that I search for and surround myself with various types of resources.  These resources will allow me to carry out my GAME plan and effectively incorporate the use of digital tools into my daily teaching practices.  One resource that will assist me in accomplishing my GAME plan is my fellow fourth grade colleagues.  Like myself, they too are striving to effectively integrate technology into their teaching practices.  I have already shared my GAME plan with my colleagues who have readily helped me with the process, assisting me in the course of discovery and research of digital project options.

            In addition to my fourth grade cohorts, it is also important that I seek support from my administrators.  Knowing this, I have already met with my building administrators.  After meeting with both my principal and assistant principal and articulating the outline of my GAME plan, they have offered to assist me by generously giving me access to ten school iPads, as well as a small budget for iPad applications.  This has immensely jump-started my GAME plan, as it has allowed me to research and download several apps that I can later use with my students.  One of these applications is the iMovie app.  This application will allow me to have video production as one of my digital project options.  Another iPad application that I researched is the MindNode application.  This application provides students with tools that will allow them to brainstorm, plan, and manage projects.  MindNode, although not a project product application, can benefit my students during the project process.

            In the media segment Promoting Self-directed Learners, Dr. Peggy Ertmer describes four attributes that are crucial when integrating technology.  One of those attributes is confidence (Laureate Education Inc., 2010).  It is not merely discovering or researching the possible digital project options, but gaining the necessary confidence to facilitate their use in the classroom.  As a student, I learn best by doing.  With this in mind, I have begun to seek out seminars, as well as other professional development opportunities.  Thus far, through the New Jersey Education Association, I have registered for TechCon 2013, which is an all day event that provides education on digital tools such as Smartboards, Googledocs and more!  Although TechCon is not offered until July, I believe that the experience will help me to expand and continue my GAME plan well into next school year.

            In addition to support from colleagues and administrations, seminars, and conferences, I have also sought out online tutorials for digital technologies such as VoiceThread, Prezi, and digital story telling tools.  It is important that I am able to navigate the tools that I will later introduce to my students.  To do this, I must first practice using the tools and applications that I have found. 

            As I move forward with my GAME plan, I am happy with the resources I have found thus far.  I cannot wait to see what I will discover next!

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

Laureate Education, Inc. (Executive Producer). (2010). Promoting self-directed learners [Video webcast]. Retrieved from: https://class.waldenu.edu/webapps/portal/frameset.jsp?tab_tab_group_id=_2_1&url=%2Fwebapps%2Fblackboard%2Fexecute%2Flauncher%3Ftype%3DCourse%26id%3D_1958377_1%26url%3D

Friday, January 18, 2013

Developing Your Personal GAME Plan:


“Over the last few decades, as technology has become more prevalent in our everyday lives, both educators . . . and industry leaders have increasingly stressed the importance of developing students’ creative and critical thinking skills” (Cennamo, Ross, & Ertmer, 2009, p. 23). As I continue on my journey of obtaining a master degree in Integrating Technology, I have begun to generate new goals as well as a GAME plan to enhance students’ creativity through the integration of technology.  With a growing understanding of technology, its forms, and possible practices, I am confident that I can move forward and begin to enhance students’ learning, in turn preparing them for the digital world.

As described by Dr. Katherine Cennamo, in the media segment Promoting Self-Directed Learning with Technology, self-directed learners must develop a GAME plan (Laureate Education Inc., 2010).  GAME requires learners to “set goals, take action, monitor your learning, and evaluate your progress” (Cennamo, et al., 2009, p. 7).  In order to develop my goals and establish a GAME plan, I first visited the Web site for the International Society for Technology in Education or ISTE.  Through this website, I analyzed the Nation Education Standards for Teachers or NETS-T, examining both its standards and indicators.  By doing so, I have determined which indicators I feel most comfortable with as well as those that I need to improve upon.

The two indicators in the NETS-T that I have decided to focus on and strengthen include indictor 2a and indictor 3b.  NETS-T 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).  With this standard in mind, my first goal is to develop various project options for students that incorporate different outlets of technology.  This could include, but its not limited to, the use of VoiceThreads, podcasts, iMovies, and Prezi presentations.  By providing students with various learning experiences and product options, I can better promote creative thinking.  Creative thinking “is not a single process or skill . . . it involves many different cognitive skills” (Cennamo, et al., 2009, p. 25). 

To take action, and achieve this first goal, I must begin by familiarizing myself and becoming confident with the various corresponding technological tools.  Thus far, through various graduate courses, I have already become somewhat confident with several technological modalities including the creation of VoiceThreads, and podcasts.  Still, there is always more to learn and master when it comes to technology.  Once confident and proficient, I must then review the technology tools with my students.  I can do so by allowing them to explore and create projects, using technology such as VoiceThreads, podcasts, iMovies, and Prezis. 

In addition to my first goal, my second goal focuses on NETS-T indicator 3b which 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).  To complete this goal, I will create a class blog.  Through this blog, I can collaborate with both students and parents.  Moreover, students will be able to correspond with one another and work together outside of the classroom.  Technology, such as blogs, gives students “access to people, resources, or locations that would be impossible to get to without it” (Cennamo, et al., 2009, p. 32).  A class blog can serve as an outlet for students to contact each other as well as others around the world.

While completing each goal, I will monitor students’ progress as well as my own progress.  I will do so by collecting pertinent information through both anecdotal and reflective notes.  Based on this information I will then adjust my teaching accordingly, and if needed modify the learning strategies.  Lastly, I will evaluate and possibly extend my goals.  While evaluating the successes of technology in promoting creativity as well as collaboration, I will ask for input from my students.  Thus determining a better all-around outcome.

I am excited and ready to tackle my goals, while creating an environment rich with technology and authentic learning experiences!


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

Laureate Education, Inc. (Executive Producer). (2010). Promoting self-directed learners [Video webcast]. Retrieved from: https://class.waldenu.edu/webapps/portal/frameset.jsp?tab_tab_group_id=_2_1&url=%2Fwebapps%2Fblackboard%2Fexecute%2Flauncher%3Ftype%3DCourse%26id%3D_1958377_1%26url%3D