After implementing my GAME plan I gained some new insights and learned a few new things. I have learned new instructional techniques that utilize technology tools to optimize a dynamic student learning experience. For example, I created a new lesson in which students write a researched paper in preparation to read a novel. I have never used this instructional strategy before, nor have I ever had students complete their work on an electronic document. The allowed students to easily navigate from their research on the internet back to their responses on their worksheet. In addition this helped students to better organize their research to write their paper. I achieved my original goal of connecting the literature to real-world context ” (ISTE, 2012) and students were able to use 21st century skills to demonstrate their understanding.
Although the initial implementation of the GAME plan was successful, there are some immediate changes I would like to make. For one, I would like my students to work in live documents such as Google Docs in the future. This will allow my students to be able to share resources and work in groups while researching. They will still write their own individual papers, but researching in groups will help students find a multitude of valuable information in a fraction of the time and also give them different perspectives on the same information. I will continue using online collaboration in the form of blogging to give students an opportunity to reflect on their own learning and respond to their peers.
Also, I plan to utilize digital storytelling more in my classroom. After reflecting on the many different methods that I could use digital storytelling, I feel that I can enhance student learning by using this strategy to make the content come to life for my students. I feel as though I met my second goal which was to “facilitate student learning and creativity” (ISTE, 2012) through the lessons that I created and executed. However, by pursuing further lessons that center around digital storytelling, I can continue to achieve this goal.
ISTE. (2012). ISTE NETS – T: Advancing digital age teaching. Retrieved from
After talking to my classmates, I was reaffirmed that my GAME plan is on the right track. My peers asked me some great questions and I realized that I ran into my first obstacle. During the assignment that I was so excited to have my students complete and present I realized that some of the social media sites that I was once able to access at the school are now blocked. To get around this obstacle, I had to assess some of my students’ work on a personal device. However, I do not want this to happen again in the future. I will adapt this assignment to exclude the sites that could be blocked at the school and try to find a couple other mediums to have students display and present their pictures.
So far in my GAME plan I am on pace for completion. I have examined a few lessons during my instruction of the novel Fahrenheit 451 and created a new lesson that makes the text more relatable to the real world. I had my students fill out a worksheet in which they made a list of technology from the novel and then made associations between that technology and the technology that we use today. From there the students have to go around the school, homes, stores, etc and take pictures of these technologies in use. Students can then present these images and explain them in class. I allowed students to use various ways to present their photo streams such as Instagram, Facebook, and PowerPoint. I had the resources I needed for this assignment because I allowed students to use their own devices to complete this project. The students used the interactive white board to present their pictures.
Additionally, I have been researching information about using technology to connect to the real world. I found a particularly helpful article titled “Effective Web 2.0 Tools for Your Classroom.” In this article, author Nicole Wanago (2013) gives tips and advice on how teachers can use technology to help students connect classroom content to the real world.
I do not feel as though modifications are necessary at this point, but I will make necessary alterations as I progress forward and implement my second updated lesson plan. So far I have learned that my students get excited when I allow them to use their own devices and familiar methods to demonstrate knowledge. My students appreciate the connections to the real world and feel as though it makes the content more meaningful. My lingering question is, will the students do just as well if they work in groups to connect the content to the real world as they did individually?
Wanago, Nicole. (2013). Techniques: Connecting Education and Careers, v88 n1 p18-21 Jan 2013. 4 pp. Retrieved from: http://web.ebscohost.com.ezp.waldenulibrary.org/ehost/pdfviewer/pdfviewer?sid=e43c88de-7572-4a62-a845-3a95e9913b48%40sessionmgr198&vid=2&hid=121
After reading through my colleagues blog posts and comments to my own post I feel as though I should address the resources the my students will use. Many of my peers explained the resources that their students will be using. For my GAME plan, I will need technology tools to help my students create digital stories. First of all, I have to decide which kind of digital story telling I want my students to create. If I decide that they will create short videos, then I will need to provide my students with digital tools such as video recording equipment. If I want my students to create a comic, then I will have to bring them to the computer lab and have them use the Comic Life software. Thanks to the help of my peers, I realized that I had to decide on which technology resources that my students will use.
In order to implement my GAME plan into my classroom instruction, I have to understand my students and what I need to learn before I carry out this plan. By understanding that my students are diverse in their learning styles, engagement levels, and ability I can teach them through a “universal design for learning (UDL)” in which I “remove barriers to learning by providing flexibility in terms of options for materials, methods, and assessments (Cennamo, Ross, & Ertmer, 2009). In order to meet the needs of these students and execute my plan, I need to be familiar with different types of technology and meaningful lessons with real-world context.
The resources I will need to access are articles about real-world context that I can connect to my lessons. I can find these by doing a search in the Walden Library or Google Scholar. I would like to see how experts have tackled this same problem. I will also use my colleagues as resources. I will collaborate with them and find out how they have used technology to effectively connect the real world context into their lessons. It will be beneficial to learn from their successes and mistakes.
So far I have been able to begin a dialogue with the members of my PLC. I have received some advice on some possible technology tools such as audio visual presentation software and digital story telling software. I hope to continue working with my peers and begin my search of articles very soon.
Cennamo, K., Ross, J. & Ertmer, P. (2009). Technology integration for meaningful classroom use: A standards-based approach. (Laureate Education, Inc., Custom ed.). Belmont, CA: Wadsworth, Cengage Learning
I received a lot of good feedback from one of my classmates. I definitely felt supported and confident in my endeavor to implement my GAME plan. In addition, it was suggested that I utilize my school’s BYOT program during the execution of my GAME plan and I will definitely follow through with this suggestion. Thanks to this collaboration with my peers, I am ready to begin this process.
In today’s classroom there is an abundance of technology at our fingertips. Because of this, we educators need to understand the established standards of technology use in the classroom. For the goal setting portion of my GAME plan, I have reviewed the ISTE-T standards and I have reflected on those in which I feel the most and least confident.
The standards that I feel I am most confident are Standard 3 “Model Digital Age Work and Learning” and Standard 4 “Promote and Model Digital Citizenship and Responsibility” (ISTE, 2012). I believe that I understand the technology that I use in my classroom fluently and if I do not know how to use new technology, I go out of my way to get instruction before employing it within my instruction. I effectively “collaborate with students, peers, and parents” through the use of technology. Moreover, I “advocate, model, and teach safe, legal, and ethical use of digital information and technology” (ISTE, 2012).
However, there are two standards in particular with which I do not feel as confident or proficient as I would like to be. These ISTE standards are Standard 1 “Facilitate and Inspire Student Learning and Creativity” and Standard 2 “Design and Develop Digital Age Learning Experiences and Assessments” (ISTE, 2012). I believe that specifically I need to improve upon promoting “Promote, support, and model creative and innovative thinking and inventiveness” and engaging “students in exploring real-world issues and solving authentic problems using digital tools and resources” (ISTE, 2012). For Standard 2, I want to work on designing “relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity” and developing “technology-enriched learning environments that enable all students to pursue their individual curiosities and become active participants in setting their own educational goals, managing their own learning, and assessing their own progress” (ISTE, 2012).
It is my goal to improve upon these two standards. I will take action by first examining my own lesson plans to see if there are ways to incorporate technology to make the content more engaging and relatable to the real world. I will also use my colleagues as resources and collaborate with them. They may have many valuable ideas that they have used in their own instruction that I can integrate into my own. I will revise at least two lesson plans and implement them next quarter. I will monitor this progress by creating a deadline to complete each new lesson plan next quarter. The first will be within the first 3 weeks and the second will be within the following 4 weeks. I will evaluate by progress and growth by reflecting in the style of a journal. Within this journal reflection, I will assess the effectiveness of the new lesson compared to the old lesson. I will evaluated how engaged the students were and how much they learned based on their assessment scores.
ISTE. (2012). ISTE NETS – T: Advancing digital age teaching. Retrieved from: http://www.iste.org/docs/pdfs/nets-t-standards.pdf?sfvrsn=2