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Thursday, August 19, 2010

Reflection

There has been a push by administrators recently that teachers include technology as a means of helping students learn content area and practice 21st century skills as designated by ISTE-NETS (ISTE, 2008). This class provided me with the skills of how to incorporate technology into content enriching, motivating and giving meaningful context for learning (Laureate Educational Inc., 2009).

The fast pace at which new technology tools and software are introduced into the workplace demand that students as well as teachers need to be self-directed learner. As a self-directed learner, a deliberate plan to actualize learning with technology has to be made. Using a GAME plan to facilitate this self-directed learning by both teachers and learners ensures that learning goal and action is continually going on, being monitored and evaluated (Cennamo, Ross & Ertmer, 2009). I had an opportunity to use this GAME plan to set goals, take action, monitor and evaluate the process of my learning technology tools that I will use to enrich and engage students in instruction in my classroom. While doing this, I learned the use of Google Docs, Gaggle, and Web Quest among others. I practice using technology as blogs and wikis. Several

I also learned and practiced strategies that can be used to help diverse learner, promote critical and creative thinking as well as provide authentic learning in students. Such strategies include the use of problem based learning, digital storytelling, educative networking, online community, formative and evaluative assessment, and use of rubric. I practiced the use of these strategies in the various assignments that was done in the class.

Reflecting now, I know that the GAME plan will engage me in lifelong learning. I feel more comfortable to incorporate technology in my instructional process. I have already started making lesson plan that incorporates technology in planning, learning, communicating and evaluating student learning. I am going to give my students more autonomy in the learning process so that a positive environment for developing creativity and learning from one another can be created. I am going to take more often the role of a facilitator and guide in the learning process as well as creating multiple learning experiences so that learning can be differentiated to address diverse learners need. I am going to continually design and monitor the effectiveness of the learning process. The data I obtained from this will be used to inform future instruction and modify ongoing instruction.

In conclusion I believe from my experiences in this class that incorporating technology that ties to content learning can be done to engage students in active participation of content learning. I believe that I know have requisite skill to design this lessons that will not only incorporate appropriate technology into instructional process now but also to keep abreast of new technology tools and software through lifelong self-directed learning.

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. (2008). National educational technology standards and performance indicators for students. Retrieved from: http://www.iste.org/Content/NavigationMenu/NETS/ForStudents/2007Standards/NETS_for_Students_2007.htm

Laureate Education, Inc. (Executive Producer). (2009). “Promoting Self-Directed Learning with Technology”. Baltimore: Author

Wednesday, August 11, 2010

Using the GAME Plan Process with Students

The past 6 weeks has offered me a lot of learning about several technology tools that can be used to access for learning, process and share information. The goal of all these learning is to facilitate my ability to help students engage in authentic learning using technology in line with the NETS-S and NETS-T standard. Students use critical and creative thinking skills to solve authentic real world problems (Cennamo, Ross & Ertmer, 2009).

To effectively do this, require a game plan that will enable me plan, monitor and evaluate how much I am able to meet my goal and make modification when necessary (Cennamo, Ross & Ertmer, 2009). This will require my incorporating technology into instructional process in a way that students can use it to attain the NETS-S as well as meet the requirement of NETS-T (ISTE, 2008).

To this end, my goal is to develop technology rich environment that will maximize knowledge of content and will be transferrable to solving real life problem. The action I will take is to develop and design technology rich instructional process that will engage students in collaboration, self-directed learning of curriculum within groups and with community of learners (Cennamo, Ross & Ertmer, 2009).Tools like wiki and blogs could enhance collaboration. Strategy like digital storytelling and problem based learning will be used to enhance students learning experiences. Also, tools like gaggle, word processing, spreadsheet, and Google doc. The students learning will be monitored by helping them to reflect on learning, teacher modeling, questioning and journal keeping. Teacher also reflects on effectiveness of learning process and makes modification as necessary. Assessment of instructional process will be both formative and evaluative. Content knowledge and technology skills will be assessed.

I believe that going through all these processes described above will enrich my student learning experiences, make them a self-directed learner that is actively participating in the learning and being prepared and practicing the 21st century skills while acquiring authentic education.

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. (2008). National educational technology standards and performance indicators for students. Retrieved from:http://www.iste.org/Content/NavigationMenu/NETS/ForStudents/2007Standards/NETS_for_Students_2007.htm

International Society for Technology in Education. (2008). National educational technology standards and performance indicators for Teachers. Retrieved from:http://www.iste.org/Content/NavigationMenu/NETS/ForTeachers/2008Standards/NETS_T_Standards_Final.pdf

Rochelle, J. (2010, April 12). A New Google docs. Retrieved from http://googledocs.blogspot.com/2010/04/new-google-docs.html

Wednesday, August 4, 2010

Moving On With the Game Plan

Moving On With the Game Plan

I believe that problem based learning is very appropriate strategy to use in incorporating technology in to the instructional process (Laureate Educational Inc., 2009). This is because it can be supported by multiple technological resources that offer students practice in multiple skills like collaborating using digital tools, and developing knowledge and attitude (NETS, 2008).

This is because it engages and promotes creativity and problem solving skills in students (Cennamo, Ross & Ertmer, 2009). This week I self-directed myself in learning an online tool called gaggle. I found out that this is an online technological tool that can support students in collaboration using blog, message boards. It also has a digital locker where student products can be stored as well as in homework drop boxes. It also has SMS texting and YouTube access. The texting not only supports extending class time but can also support my goal of communicating with parent about student work and support the learning.

Technology as stated in one of my goals is lifelong learning so I approach each week with the desire to learn more. So far I am progressing along the goal and I know there is still so much to learn.

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. (2008). National
educational technology standards and performance indicators for
students. Retrieved from: http://www.iste.org/Content/NavigationMenu/
NETS/ForStudents/2007Standards/NETS_for_Students_2007.htm

Laureate Education, Inc. (Executive Producer). (2009). Spotlight on Technology: Problem-Based Learning, Part 1. Baltimore: Author.