Sunday, June 20, 2010

Final Blog Post

Throughout the past eight weeks I have learned how to integrate technology into meaningful classroom experiences in order to meet both Content and National Educational Technology Standards. In order to accomplish this daunting task I was taught the GAME plan steps. “The GAME plan requires you to think about and take steps to direct your learning process, specifically while learning about technology and how to integrate it into the curriculum” (Cennamo, Ross, and Ertmer, 2009, p. 3). The plan consists of four steps; set goals, take action to meet those goals, monitor progress toward achieving goals, and evaluate whether the goals were achieved and extend your learning to new situations (Cennamo, Ross, and Ertmer, 2009, p. 3).

My two GAME plan goals were to: create more meaningful learning experiences that involve the use of digital tools and promote creative thinking in the classroom. In order to try and accomplish these goals I brainstormed various actions that I would take and then monitored my progress as I took action. Although my actions of trying to locate grants that would fund new technologies did not turn out the way I wanted to, I did learn strategies and resources that would be beneficial for promoting more creative thinking in the classroom with the technology that I already have.

These strategies and resources came directly from the creation of the Content Area Unit Plan constructed throughout this course. This plan consisted of three different lessons: problem-based learning, online collaboration, and digital storytelling. Each week we were taught various resources for implementing this type of learning in the classroom. I learned multiple strategies that would engage students, create self-directed learning, and promote creative thinking. This new type of learning has changed the way that I plan to teach in the upcoming school year.

Next year I plan to adjust my instructional practice so that it not only includes more meaningful use of technology, but it also promotes more self-directed and creative learning. Students will be motivated and engaged to solve real-world problems while meeting both content and technology standards. The more open-ended I made the problems the more students will have to create and understand. I am excited about my new knowledge and cannot wait to try it out with my students next year.

References

Cennamo, K., Ross, J., & Ertmer, P. (2009). Technology integration for meaningful classroom use: A standards-based approach (Laureate Education custom edition). Belmont, CA: Wadsworth, Cengage Learning.

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