Monday, June 10, 2013

EDUC 6713 Reflection


My first GAME plan addressed the “Design and Develop Digital Age Learning Experiences and Assessments” NETS-T indicator (International Society for Technology in Education, 2008).  My goal was to add at least two new digital tools or assessments to one of my existing unit plans in Social Studies.  The unit plan I chose to add digital tools to was one that focused on Immigration.   I was able to successfully contact my district’s technology expert who did finally e-mail me a few website suggestions and digital tool ideas.  One website, History.com, was suggested and looks to be a great resource for quick video clips and reading material.  The only problem is that the reading material seems to be a bit too complex for my fifth graders, so I may have to edit it before they would read it.  Also, my district’s technology expert talked to me about using the Prezi program on the Internet to make fun PowerPoint type presentations.  I also talked to some of my teaching colleagues and they suggested using a video camera or an audio recorder to have students interview some people they know from different cultures whose family members immigrated to the United States.  With the information and resources I’ve gathered, I have decided to incorporate some of the suggested websites into my existing Immigration unit to support and enhance the content and I also have decided to include a final project in the unit that utilizes a digital tool.  The final project digital tool will take the form of digital storytelling.  I want my students to put themselves in the shoes of the immigrants that came over to the United States in and tell their story using the iMovie program.  The only thing left I have to do is to create a rubric for the final project.  I have gone through many revisions of this plan but am satisfied with the end result. 

My second GAME plan addressed the “Promote and Model Digital Citizenship and Responsibility” NETS-T indicator (International Society for Technology in Education, 2008).  My goal was to promote and model digital etiquette as students participate socially with technology.  I wanted to teach students how to effectively use digital etiquette as they wrote posts and responses on the classroom blog website.  I had already located my resources for this GAME plan and did some research on digital etiquette using the Walden database.  I came up with a digital etiquette checklist for my students to utilize as they collaborate on the classroom blog website (for example: “Is your writing polite?” and “Did you use correct spelling and punctuation?”).  It has been a great tool so far and my students have been much better about their postings.  I taught one lesson to students on digital etiquette in my class and video recorded the lesson.  During this lesson I passed out the checklists and we went over them together and gave both good and bad examples.  It ended up being a lot of fun and as I watched the video later, I noticed how well students were focused throughout the process.  It seems that any time technology is involved, students are automatically engaged and motivated.  I revised this GAME plan by only teaching one lesson on digital etiquette and by not having students really read any of the articles I printed out from the Walden database (some of them were a little bit too complex anyway!)

The new learning that took place for me during this process was actually learning the process of creating a GAME plan.  I love the acronym for the process and think it makes a lot of sense.  It helped me stay organized and on task with my goals.  It was very specific and easy for me to follow and allowed me to be reflective throughout.  When thinking about my students, I know they would also benefit from using this GAME plan step-by-step process.  I would love to use it at the beginning and end of each grading quarter and have students come up with a specific goal for achievement.  It is a great way to get students involved in their own learning and to have them start taking more responsibility.  This process could also be used at the start of a unit and the teacher could provide students with the goal and they could on their own come up with their actions, ways to monitor, and ways to evaluate their progress. 

One immediate adjustment I plan to make to my instructional practice regarding technology integration is to start using my classroom blog website more.  Also, I am really excited about digital storytelling and the many uses it can serve in a unit.  I plan to use digital storytelling in my Immigration unit next year as a final project.  Digital storytelling is one of the best cross-curricular tools as it can improve student writing skills and incorporate are and creativity (Laureate Education, Inc., 2009).  Problem-based learning is such an important tool to use within a classroom as it makes learning more authentic and meaningful to students.  It is easier for students to make connections between content areas and also between the existing knowledge they have.  Learning becomes more real-world and students begin to develop a passion for it.  I plan to help students become more self-directed in their learning so they can develop into lifelong learners, and using technology can help “support students’ interests, creativity, and motivation” when participating in content learning (Cennamo, Ross, Ertmer, 2010, p 40). Social networking has proven to be a great tool to get students talking and collaborating on activities and projects.  It is a safe environment for them to take risks and share ideas.  I love that parents and other teachers and students can be part of the social networking collaboration process and as a team, everyone works together toward new learning. 

 

Resources:

Cennamo, K., Ross, J., & Ertmer, P. (2010). Technology integration for meaningful classroom

use: A standards-based approach. Belmont, CA: Wadsworth, Cengage Learning.

 

International Society for Technology in Education. (2008). National education standards for

teachers (NETS-T). Retrieved from http://www.iste.org/standards/nets-for-teachers

 

Laureate Education, Inc. (Executive Producer). (2009). Integrating Technology Across Content

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