As I have progressed through this masters program at Walden University, I have gained experience with many technology tools and gained knowledge of ways these tools can be used to support the learning of students. My current course, Integrating Technology Across the Content Areas, has provided me a method to implement the technology tools into my classroom. The GAME plan helps someone set goals, make a plan of action to reach the goals, monitor their progress, and evaluate/extend their learning (Cennamo, K., Ross, J., Ertmer, P., 2009, p. 3). The GAME plan provides a guide to support self-directed learners in making and achieving their goals.
During this course, I developed a GAME plan to support me as an educator in working towards developing proficiency in the National Education Technology Standards for Teachers (NETS-T) developed by the International Society for Technology in Education (ISTE, 2008b). One standard is “to facilitate and inspire student learning…through the use of digital tools” (ISTE, 2008b). I developed a GAME plan to investigate methods to integrate student responses systems such as ‘clickers’ into my classroom. Through observation and discussion, I have gained knowledge on multiple ways to include these tools in my classroom. Although my original goal was met, an extension currently in progress is to research the brands and costs of student response systems.
The second standard I chose to focus on was “to design and develop digital age learning experiences and assessment” (ISTE, 2008b). As part of this course, I developed a unit plan that will assess the student’s knowledge of the algebraic concept, systems of equations, through demonstration of proficiency by applying the math concept to real life experiences. During the unit, students will use digital tools such as the internet to conduct research, social networking to share information with team members, and digital storytelling to present their projects. My hope is to include this unit into my classes next month as we begin to investigate and work with systems of equations.
The experience of developing, implementing, and following a GAME plan has shown me the value to teach students how to develop their own GAME plans and in the process develop skills to become self-directed learners which are important for success in the 21st century. A GAME plan is a tool that supports one in gaining knowledge, skills, and experience. Students could use the GAME plan to support their progress in gaining academic knowledge, in reaching personal goals, and in mastering the National Education Technology Standards for Students (NETS-S) (ISTE, 2008a). The NETS-T and NETS-S are related so that as a teacher strives to meet their standards, they are supporting, helping, and encouraging students to meet the NETS-S.
References
Cennamo, K., Ross, J. & Ertmer, P. (2009). Technology Integration for Meaningful Classroom Use: A Standards Approach. (Laureate Education, Inc., Custom ed.). Belmont, CA: Wadsworth, Cengage Learning
International Society for Technology in Education. (2008a). Nets-S. Retrieved on February 15, 2011 from http://www.iste.org/standards/nets-for-students/nets-student-standards-2007.aspx
International Society for Technology in Education. (2008b). Nets-T. Retrieved on January 11, 2011 from http://www.iste.org/standards/nets-for-teachers/nets-for-teachers-2008.aspx.
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