Thursday, December 17, 2009

Reflection

This game plan that I have developed has given me structure and direction as I make and follow through with my goals. The goals that I have had during the last few weeks are to inspire student learning and creativity and to design and develop digital-age learning experiences and assessments. By following my GAME plan I have been able to collaborate with other educators and work closely with my grade level team. Working with a group takes a lot of the pressure off and does not lead to an overwhelming process.
The impact that my learning has had on my instructional practice is that I am able to evaluate my goals as I work to towards meeting them. I am able to align my GAME plan with my standards and objectives.
Some of the adjustments I will make to my instructional practice are to include more technology. It is possible to use technology across the curriculum. This has become more evident to me throughout this course. I will incorporate digital storytelling in all subject areas. I will have my students work in groups to begin with and then eventually individually. They will hopefully learn what they need to from their group and then be able to branch out and work by themselves.

Monday, December 14, 2009

Using the GAME Plan Process with Students

Over the last few weeks using a GAME plan has given my classroom structure and guidance. My students can benefit from a daily GAME plan in many ways. It allows both the teacher and the students to stay on track with an outline and set times to follow.

I will use what I have learned in my GAME plan process with my students. The NETS-S technology standards are creativity and innovation, communication and collaboration, research and information fluency, critical thinking, problem solving, decision making, digital citizenship, technology operations, and concepts. These are skills that can benefit children of all ages and ones in which children should be actively working towards.

One way I will use a GAME plan is for student self-directed learning. Here they will have the goals, actions, monitoring, and evaluation on what they are learning in an authentic setting.

Another way I will use a GAME plan is for data-bases decision-making. This goes hand in hand with the Universal design for learning (UDL). This way, teachers can be flexible when using assessments.

The last way I would use a GAME plan with my students is when integrating technology into my math lessons. Here is another way students can utilize the computer for authentic learning experiences. Students can take all the parts of the NETS-S in order to engage in meaningful learning.

Tuesday, December 8, 2009

Revising my GAME plan

During this process I have learned to collaborate with my peers. By collaborating with my colleagues I am able to apply what I learn to my instructional practice.
The goal that I am still working on is to design and develop digital-age learning experience and assessments. This is a goal that is a work in progress. I have begun to implement digital-age learning experiences but the second half of that which is dealing with digital learning assessments is one that will require some time and commitment with my grade level team.
Based on the NETS-T a new learning goal that I have set for myself is teaching my students to think critically, problem solve, and make decisions. This is a skill that many students in elementary school and even through high school lack and it is necessary for being successful in life.
In order to improve my learning the next time I will communicate better with those around me and gain knowledge from those who can help me attain my goals. I will research collaboratively and continue to look for opportunities that benefit my students.

Wednesday, December 2, 2009

Evaluating Your GAME Plan Progress

The actions that I have taken in order to meet my goals has been a process that is taking quite a bit of time. It is easy to think of new and different ways to enhance my classroom and instruction but thinking and doing are two different things. My goals were to inspire student learning and creativity, and design and develop digital-age learning experiences and assessments.

Although inspiring student learning and creativity is the quicker of the two, both require an extensive amount of planning and preparation. I have learned that incorporating technology into my plans takes a large amount of time. Between meetings, responsibilities, and teaching there is not a lot of time left over in the day to include things that I would like.

However, technology tools that I have slowly started to incorporate have made a difference and allow the students to think in a new and different way. Technology definitely holds their attention and engagement.

One thing that I need to learn is where to find appropriate educational resources. A lot of time can be wasted on the Internet while looking for helpful things. Many sites are not applicable and don’t always offer what I have in mind. Therefore, I find myself giving up or getting frustrated when I don’t see what I would like to use.

This plan can be adjusted to fit my current needs by including parent involvement. I teach in a low income school where students struggle to be self sufficient. If they were able to use technology in small groups with a parent, myself, or volunteer facilitating each group I think there would be greater success.