As I reflect upon the GAME plan that I developed and followed throughout the course, I realize that going through the process has empowered me to take the reins as a self-directed, metacognitive learner by providing me a tool with which to plan, monitor, and evaluate the learning goals and activities that I set for myself (Cennamo, Ross, & Ertmer, 2009, p. 3). Further, going through the process has given me a lens through which to look at the NETS-T and NET-S standards in order to measure my abilities and growth when modeling, designing, and assessing digital learning experiences that focus on technology skills students will need to thrive in the 21st century. Consequently, my newfound learning will impact my instructional practice by giving me the tools and the mindset to use technology to create authentic learning experiences that facilitate creative and critical thinking, as well as allowing learners to control and direct their own learning experiences (Cennamo et al, 2009, p. 37).
After exposure to our course resources and the thinking of my peers, I can make immediate adjustments to my instructional practice regarding technology integration by implementing some of the ideas I have gleaned for using social networking and online collaboration tools such as blogs and wikis, as well as designing lessons that unleash the power of problem-based learning and digital storytelling to engage students in content area learning.
Moreover, as a result of my learning from this course, I intend to continue using the GAME plan as a means for setting NETS-T related goals for myself, as well as a means for monitoring and evaluating my success in achieving these goals. Additionally, I intend to teach this goal-setting method to my students not only to create student-centered learning within my classroom, but also to give students tools with which to take control of their learning experiences throughout their 21st century careers and lives.
Mary
Reference:
Cennamo, K., Ross, J. & Ertmer, P. (2009). Technology Integration for Meaningful Classroom Use: A Standards-Based Approach. (Laureate Education, Inc., Custom ed.). Belmont, CA: Wadsworth, Cengage Learning.
Saturday, April 23, 2011
Wednesday, April 13, 2011
Using the GAME Plan Process with Students
The NETS-T and NETS-S standards are interrelated as the teacher standards provide a framework of performance indicators which allow teachers to measure their abilities and continuing growth in modeling, designing, and assessing digital learning experiences, while the student standards provide the framework for the technology skills students will need for the 21st century. As the GAME plan process has been instrumental in helping me target goals and create action steps that focus on specific NETS-T indicators, I believe asking students to create their own personal GAME plans based upon specific NETS-S indicators would be a powerful way not only to create student-centered learning in my classroom, but also to help students internalize a goal-setting method and recognize the importance of developing technology skills that will carry them into their 21st century careers and lives. As an educator, I know that I need to be able to grow and adapt to the ever-changing, technology-dominated world, and I want to equip my students to do the same.
Mary
Mary
Wednesday, April 6, 2011
Although I am still in limbo waiting for my MOODLE mentor, I continue to grow in meeting my goals in regards to NETS-T indicators: 2.a- design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity and 2.b- customize and personalize learning activities to address students' diverse learning styles, working strategies, and abilities using digital tools and resources. Just this week in fact, I am in the process of learning how to use social networking and online collaboration not only to differentiate and customize learning experiences, but also to challenge students to perform at higher levels, both in terms of thinking critically and creatively (Laureate Education Inc., 2010, part 2). Thus, I intend to continue working toward the goal of developing proficiency with creating a virtual learning environment, and I also intend to set a new goal of learning how to expand student horizons beyond the classroom through social networking and online communication. Consequently, I will revise my GAME plan by adding action steps that include learning how to create and manage a social learning site like NING and include locating social networking/collaborative project examples and ideas that I might be able to replicate during the next school year (Laureate Education Inc., 2010, part 1). Mary References: Laureate Education, Inc. (Producer). (2010). Spotlight on technology: social networking and online collaboration part 1 [Webcast]. Integrating technology across the content area. Baltimore, MD: Author. Laureate Education, Inc. (Producer). (2010). Spotlight on technology: social networking and online collaboration part 2[Webcast]. Integrating technology across the content area. Baltimore, MD: Author.
Subscribe to:
Comments (Atom)