Friday, January 14, 2011

GAME PLAN

This application blog deals with having a GAME plan for content learning with digital tools. By using the standards laid out by the International Society for Technology in Education (ISTE)(2008), I have selected the following standards which will guide the creation of my GAME Plan.

G My first standard is: to facilitate and inspire student learning and creativity. To achieve this goal, I would have to promote and provide learning environments which encourage creative and critical thinking. I would have to use authentic tasks that make my students problem solve using digital tools and resources.
My second standard is: to model digital-age work and learning. To achieve this goal, I would have to become proficient in using the digital tools, so that I would be able to model for my students how to effectively learn with these tools. It would also mean that the stakeholders in education - the school´s administration, the students, parents and members of the community, would also be communicated to using the digital tools.

A To begin the task, it is important to select the appropriate digital tool to suit the task which would develop the students´ creativity and critical thinking skills. For example, producing a radio talk show using a podcast would stimulate interest and content learning. Students would be able to discuss characters from novels, content and themes from poems or stories, or any major issues in the society. The list is endless. Students would enjoy this as they would be working collaboratively in groups to produce the podcast, and their opinions would be shared with an audience of their peers and a worldwide audience. This would certainly engage and motivate them to learn the desired content material.

M Monitoring the task would involve observing the students as they work collaboratively on their tasks, and using the technology. Students can also be given checklists and rubrics to take responsibility for the creation of the final product and their learning. The rubrics would be used as guides for the students so that they would know what is the required expectations to produce a successful broadcast.

E I would be able to evaluate the process by the successful final product, to see if the students were able to complete the task, and whether any learning took place. There would be whole group discussions, or oral and written reflections which would be done at the end of the activity, so that students can think about what they have learned. Personally, I would examine my standards and goals to see if what was achieved by the students were in sync with what I wanted.

I think the GAME plan is a good way to organize my thoughts and lessons when integrating technology. It outlines a step by step approach for the teacher and also the student, who needs the guidance that is required to use digital tools to enhance content learning.

Pauline Branker

Reference:

International Society for Technology in Education (2008). ISTE.NETS: Advancing digital-age teaching. http://www.iste.org/standards/nets-for-teachers/nets-for-teachers-2008.

2 comments:

  1. Pauline,
    Rubrics are a great tool to monitor student progress as well as assess them. I have also found they are useful for students when they are completing the project. It lets them know exactly what I am looking for in the project, and they can decide what grade they want.

    It also informs parents of the criteria and why their child received the grade.

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  2. Pauline,

    What a very well thought out GAME plan. I like how your goals seem to tie together. For instance in order for the students to use the applications to extend their critical thinking and creativity, you first would have to know how to use the applications yourself in order to model for your students.

    I love rubrics, although they are a bear to write sometimes! Often, if the students are using them as a guide as they complete the assignment and you are conferencing with them along the way, your final grading will be so simple, and the students will be able to guess, sometimes to the number, what their grade will be.

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