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
Brad Feick
Walden University
HS English