Wednesday, December 22, 2010

Reflection: GAME Plan and Future Technology Integration


          As an educator, I want to develop my students in to self-propelled learners who not only learn the content but to want to seek out new learning opportunities, find solutions, and continue to extend their learning further. In order to develop my students in this way, I need to model self-directed learning for my students and to develop myself professionally. As a self-directed learner, I need to “take action, monitor your [my] learning, and evaluate your [my] progress” (Cennamo, Ross, & Ertmer, 2009, p. 7) in order to achieve my goals. To do this, I developed a GAME Plan at the beginning of this course to work to address two goals that pertained to two NETS-T (ISTE, 2008) standards: (1) To design digital age learning experiences and assessments and (2) To practice digital citizenship.
            The process of developing and monitoring the Game Plan forced me to be cognizant of each goal’s progress. I have always found it easy to set a goal, but actually following the goal through to fruition has always been a challenge. By utilizing the blog and knowing that others were invested in hearing about my progress, I was able to successfully perform two critical steps in the GAME Plan process: (1) self-monitoring and (2) evaluation (Cennamo et al, 2009). Walden University colleagues and to a lesser extent my peers working within my department served as a node of support (Laureate Education, Inc., 2009a). Because I had people counting on me, I felt that I need to focus on achieving my goal and it could not get set aside; instead, the goal needed to be addressed in the present. By the end of the course, despite the rush of the holidays, teaching, coaching, and graduate course work, I was able to accomplish the two goals and establish a future GAME Plan to address. This, of course, would not be possible without being held accountable by my colleagues, my peers, and myself.   
            In following through with my GAME Plan, I advanced my ability to design digital age learning experiences and assessments. Taking Prensky’s advice (2008), I am turning on the lights for my students by utilizing technology in learning and assessments. My students use technology daily outside of school, so why should we not utilize technology for learning in school. My GAME Plan specifically addressed finding ways to integrate a SmartBoard into my teaching repertoire. After online tutorials and a walk-through with a colleague, I began to frequently utilize the SmartBoard. While I am not fluent in all of the SmartBoard’s advantages (I will be taking seminar in March), I am taking a step in the right direction. In addition, I have extended my GAME Plan to learning how to best utilize www.MyBigCampus.com, a online classroom that hosts blogs, discussion threads, videos, and assignments. I am looking forward to finding ways to bring this technology resource into my classroom and becoming more fluent in its utilization.
            As for adjusting my teaching practices, I return to the concept of turning on the lights for my students (Prensky, 2008). If I quickly survey my classroom, I regularly see students silently texting beneath their desktops or behind their books, playing computer games on their laptops, plugging in to their iPods, and even, on a rare occasion, typing on Facebook.com. My students are constantly plugged in. Instead of banning these technologies, we, as educators, should welcome them and make our students aware of their educational benefits. For example, I am looking forward to seeking future opportunities to social networking or online collaboration within my classroom. However, rather than calling blogging or any other online network social, I am going to call it an educational network (Laureate Education, 2009b). An online educational network can allow students who have less confidence or shy away from in class discussions an opportunity to flourish academically and share their thoughts with their peers in a safe and comfortable manner.
            In addition, I am planning to implement my Content-Area Unit Plan as my American Literature final exam with a digital story as the culminating project. In the past, I have always assigned an essay test which had them focus on past texts, but this project will engage all students as they utilize technology to gain a deeper, more impactful understanding of the content.
            Through the integration of technology, I am seeking to advance my goal – perhaps this could become a future GAME Plan, to become life-long learners who not only understand the content but understand technology’s potential for new knowledge acquisition, synthesis, and expression capabilities.
                       



References
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.
International Society for Technology in Education (ISTE). (2008). NETS for teachers 2008. Retrieved from http://www.iste.org/Content/NavigationMenu/NETS/ForTeachers/2008Standards/NETS_T_Standards_Final.pdf
Laureate Education, Inc. (Producer). (2009a). Promoting self-directed learning with technology.    [DVD] Integrating technology across the content areas. Baltimore, MD: Author. 
Laureate Education, Inc. (Producer). (2009b). Spotlight on Technology: Social Networking and Online Collaboration, Part 1. [DVD] Integrating technology across the content areas. Baltimore, MD: Author. 
Prensky, M. (2008, March). Turning on the lights. Educational Leadership, 65(6), 40-45.


Brad Feick
Walden University
HS English

Wednesday, December 15, 2010

The GAME Plan and My Students

Reflecting on my experience using the GAME plan over the past six weeks, I can see how important not only is it to have a goal but a method to monitor its progress. I often have curricular ideas that I would like to implement. I will record the idea and usually forget about it until the next time that unit comes up. However, it needed to be put into action earlier. Some ideas become goals and are set into action. Despite the development of action steps, it doesn't mean that the goal will be fulfilled. This time, though, I set out to accomplish the goal, designed the action steps, and monitored my progress. That is the key for me to be successful using the GAME plan. Not only am I monitoring my progress, I am also aware that I have others monitoring my progress through this posting. By having others be aware of my goal, I feel that I need to complete or work to meet my goal. The monitoring step forced me to constantly revisit and focus on my plan.

For students, I could create a GAME Plan for each curricular unit that focuses specifically on the NETS-S that students should meet. This focus would keep the NETS-S present within my curriculum and I would constantly be returning to my goal's progress.

Students, too, could develop a GAME Plan of their own. They could individually set a goal for themselves, create action steps, monitor their progress through the use of a blog, and evaluate or extend their goal. They would then be let in on the plan's production which helps students think about the learning process. In turn, they would be taking control of their own learning.

Wednesday, December 8, 2010

Revising My GAME plan

I feel like I have been quite productive in meeting my goals: (A) to create assessments and learning opportunities with the SmartBoard and (B) to practice digital citizenship with my students. After I located – with suggestions from my Walden colleagues – online citation tools for my students, I needed to be more diligent in my expectations of myself and my students. As for the SmartBoard goal, I have acquired knowledge and sought information from a teaching colleague. While I will continue to focus on SmartBoard learning experiences, I want to create additional assessment opportunities using technology, specifically using MyBigCampus.com, a learning site my school district has a subscription for. Blogs, discussions, and learning resources are all accessible from this site. Like the last goal, I am going to use my colleagues to create a node of support. However, for this, I don’t have another peer who is an expert in using MyBigCampus.com; instead, I am going to suggest a few other teachers who are excited to utilize the MyBigCampus.com tools to collaborate with and create these opportunities and assessments. By combing our experiences, we will be able to be one another’s support in this discovery.

I would like to continue blogging about my GAME plan. I have found that by setting a time to check in with my progress, I am must more apt to work towards its achievement.

Brad Feick
HS English
Walden University

Sunday, December 5, 2010

Evaluating the GAME Plan: Synthesis

I agree with Cathi that it takes time to really develop strong lessons. Like her I often try different things with one class and if it works well, I usually use it in other classes. For example, last week, I wrote different lines of poetry on the SmartBoard. The students' tasks were to decipher whether the poetry was iambic, trochaic, anapestic, or dactylic. Different students attempted to mark the beats. If they were wrong, it was easy to erase their marks and try again. Usually I would have had to write the poems on the board, but after the first wrong marks, the lines would start to get erased. This was a much more productive way to teach the lesson and the students seemed to enjoy the interactive nature of the SmartBoard.

Brad Feick
HS English
Walden University

Wednesday, December 1, 2010

Evaluating the GAME Plan

By evaluating my progress on the two goals, I recognize that I have been most active in developing technology based assessments and learning opportunities using the SmartBoard. Yesterday, I might with another English teacher in my school during a prep period to cover the basics of SmartBoard technology. I found that I knew – having played around the technology – much of the basics and she was able to show me how the SmartBoard can save notes that students or I write during class. In addition, I learned how to insert video into the SmartBoard notebook. While this didn’t have an immediate connection to my students in the classroom, it did develop quickly into an engaging learning opportunity for the basketball players that I coach. I uploaded our opponent’s previous game film and was able to mark on the projected film the opposing players and movements that were taking place and what specifically to look for.

In making authentic assessments and learning opportunities, I see the interactive potential of writing fluency. Sentences or paragraphs can be pulled from students’ writing, posted on the Smart Notebook, and corrected and/or revised during class. In addition, using the “shade”, I can reveal one question for discussion without revealing everything. Then, after the discussion, I can pull down the shade to show the answer or a potential answer.

I am looking forward to attending the Advanced SmartBoard Training course in March.

As for my other goal of digital citizenship, I am now moving beyond modeling digital citizenship to expecting digital citizenship to be practiced by my students. To help students practice digital citizenship, I have created a list of citation resources – primarily www.citationmachine.net and www.easybib.com – for my students to use when they reference or use resources. While I expect students to practice digital citizenship, I rarely force students, if they do not properly cite the material, to resubmit their work. To strengthen this goal, I need to force students to resubmit work that is not cited properly. As long as I accept work without citations, they will not consistently cite their resources or practice digital citizenship.

Brad Feick
HS English