In revisiting my goals that I have set within my GAME, I see that I am on the right path of monitoring them. The first goal in my GAME plan is inspiring and to facilitate my students to be creative and think for themselves in real life situation. I feel that I am finding resources that will help me reach this goal. Some of the findings that I have found is how to incorporate performance-based assessments for each of my students. Cennamo, Ross, and Ertmer (2009) states that performances can very quickly extend beyond the demonstration of rudimentary skill and can require students to demonstrate very complex behaviors that may exhibit choices based on personal values and creativity (Cennamo, Ross, and Ertmer, 200). Researching performance-based assessments will help students become creativity and displays skills that are more than just the traditional pen and paper. This a way that I have been finding research needed to achieve my goal in my GAME plan.
I do not think I need to modify my GAME plan because by conducting my research and meeting within my professional learning committees at my school, I am able to gain valuable information about alternative ways of getting my students to perform at a high and knowledge level. Within these PLC at my school I am able to ask and see what type of technologies other teachers are using to help their student develop an understanding of how to relate school assignments and assessments to real life.
I have learned with my PLC that there are multiple of ways to evaluate student's knowledge of standards. Some things that have been mentioned by my PLC are some of the ways that Cennamo, Ross, and Ertmer mention. For example, having students create a journal using a word-processor, journaling software, and even blogs (Cennamo, Ross, and Ertmer, 2009). Others are project-based assessments like creating concepts maps, Powerpoints or video presentations. Some new questions that have risen is how to incorporating all the different ideas that I have gain from my PLC. Technology has made education more accessible and flexible because there are more and more ways to demonstrating mastery of a particular area rather than pen and paper. I am excited about how my GAME plan is being developed and carried out.
Resource:
Cennamo, Katherine, John Ross, and Peggy Ertmer. 2009. Technology Integration for Meaningful Classroom Use. Cengage, Ohio.
Wednesday, January 26, 2011
Wednesday, January 19, 2011
Carrying Out My GAME Plan
Carrying out my game plan would require me to research and discover what type of technology do I have access to so that I can better serve my students and to further their education. Some of the technologies that I need to carry out my GAME is the SMARTBOARDs in my classroom, the computer labs so students can access the internet for research assignments, websites that will help them better understand the material like virtual fieldtrips, movie clips, pictures. With the help of these technology I am able to challenge my students to become active learners and make learning fun and exciting.
Additional information that I may needed for carrying out my GAME plan is help from outside resources. Dr. Ross (2009) that utilizing local, regional, and state organizational websites, attend conderences and training, and knowing how to use the technology is how to use assistive technology within the classroom (Ross, 2009). To carry out my action in my GAME plan, I have to be able to rely on others who may be able to guide me in what type of technology will help students become successful and/or teach me on how to incorporate the different types of technology within my lessons. Reaching out to others is a great way to build a collaboration within schools and communities becuase ideas can be shared among the group to better inform others who may have the same questions or problems.
At our school, we have small group meetings that are meant to build up collaboration within each department. These meetings help with bouncing off ideas to other teachers to see what they may have tried within a particular lesson to see what works and what can be improved. Also, we have a faculty meeting where other teachers can share success stories of how and what type of technology help with their students. Sharing and listening within these department and faculty meetings, helps with my growing understanding of what type of technology works and which ones that I may need to spend a little more time researching.
Resource
Ross, John. (2009). Meeting Students' Needs with Technology. Laureate Education, INC. DVD.
Additional information that I may needed for carrying out my GAME plan is help from outside resources. Dr. Ross (2009) that utilizing local, regional, and state organizational websites, attend conderences and training, and knowing how to use the technology is how to use assistive technology within the classroom (Ross, 2009). To carry out my action in my GAME plan, I have to be able to rely on others who may be able to guide me in what type of technology will help students become successful and/or teach me on how to incorporate the different types of technology within my lessons. Reaching out to others is a great way to build a collaboration within schools and communities becuase ideas can be shared among the group to better inform others who may have the same questions or problems.
At our school, we have small group meetings that are meant to build up collaboration within each department. These meetings help with bouncing off ideas to other teachers to see what they may have tried within a particular lesson to see what works and what can be improved. Also, we have a faculty meeting where other teachers can share success stories of how and what type of technology help with their students. Sharing and listening within these department and faculty meetings, helps with my growing understanding of what type of technology works and which ones that I may need to spend a little more time researching.
Resource
Ross, John. (2009). Meeting Students' Needs with Technology. Laureate Education, INC. DVD.
Wednesday, January 12, 2011
Developing My Personal GAME Plan
In looking at the teacher's standards within the website International Society for Technology in Education, I notice that I can relate to all of them. I have narrowed down the five standards to two standards that I want create my GAME plan around.
The first standard states "Facilitate and Inspire Student Learning and Creativity" (ISTE, 2008), that is my goal is to inspire and facilitate my student to be creative and think for themselves in real-life situations. My GAME plan is to create opportunities for my students to take advantage of the variety of technology for them to be creativity and solve real-life problems. Other goals and/or actions is to collaborative with co-workers to discuss the best plan for integrating technology into lessons plans that will help with all learning types of students in my classes. By collaborating with co-workers, more ideas will be presented and developed for students to use technology for assignments. The more I can stay actively involved with using technology in my lesson plans, the more my students will become confident in using the different types of technology.
The second standard that I need to incorporate within my GAME plan is "Design and Develop Digital-Age Learning Experiences and Assessments" (ISTE, 2008). This standards involve students becoming self-directed learners because they are able to set a direction for their goal, look and research ways to achieve their goals, to monitoring their progress of reaching their goals, and the appropriate way of evaluating the progress of students (Cennamo, 2009). Incorporating technology is a great way for teachers to develop digital-age learning. My goal within this standard is to creative different ways of assessing students learning rather than the traditional pen and paper. Becoming familiar with the different types of technology available for students, teachers are more flexible on how to assess students. The GAME plan is to assess students that allow students to develop, create, and present the information. Katherine Cennamo (2009) gives several different mindtools for example database,concept maps, wikis, simulations, to enable learners (students) to represent, manipulate, or reflect on what they know, rather than to reproduce what someone else knows (Cennamo, 2009).
My goals are simple for both standards, to allow students to use technology within the classroom with confidence and develop a support group with co-workers to share ideas for improving my GAME plan.
Resource:
International Society for Technology in Education Standards of for Teachers. (2008).
Cennamo, Katherine, (2009). Technology Inegration for Meaningful Classroom Use A Standard-Based Approach. Cengage Learning.
The first standard states "Facilitate and Inspire Student Learning and Creativity" (ISTE, 2008), that is my goal is to inspire and facilitate my student to be creative and think for themselves in real-life situations. My GAME plan is to create opportunities for my students to take advantage of the variety of technology for them to be creativity and solve real-life problems. Other goals and/or actions is to collaborative with co-workers to discuss the best plan for integrating technology into lessons plans that will help with all learning types of students in my classes. By collaborating with co-workers, more ideas will be presented and developed for students to use technology for assignments. The more I can stay actively involved with using technology in my lesson plans, the more my students will become confident in using the different types of technology.
The second standard that I need to incorporate within my GAME plan is "Design and Develop Digital-Age Learning Experiences and Assessments" (ISTE, 2008). This standards involve students becoming self-directed learners because they are able to set a direction for their goal, look and research ways to achieve their goals, to monitoring their progress of reaching their goals, and the appropriate way of evaluating the progress of students (Cennamo, 2009). Incorporating technology is a great way for teachers to develop digital-age learning. My goal within this standard is to creative different ways of assessing students learning rather than the traditional pen and paper. Becoming familiar with the different types of technology available for students, teachers are more flexible on how to assess students. The GAME plan is to assess students that allow students to develop, create, and present the information. Katherine Cennamo (2009) gives several different mindtools for example database,concept maps, wikis, simulations, to enable learners (students) to represent, manipulate, or reflect on what they know, rather than to reproduce what someone else knows (Cennamo, 2009).
My goals are simple for both standards, to allow students to use technology within the classroom with confidence and develop a support group with co-workers to share ideas for improving my GAME plan.
Resource:
International Society for Technology in Education Standards of for Teachers. (2008).
Cennamo, Katherine, (2009). Technology Inegration for Meaningful Classroom Use A Standard-Based Approach. Cengage Learning.
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