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.

1 comment:

  1. I like the GAME plan goals you discussed, especially in collaborating and forming professional learning communities with colleagues for additional support. The digital mindtools you mentioned also reflect a desire for students to be active participants in the learning process, not just passive recipients.

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