Monday, February 25, 2013

Reflection:


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

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