Wednesday, February 23, 2011

REFLECTIVE ESSAY

The GAME Plan was very new for me. In fact, integrating technology at this level is novel, because of the lack of resources to fully implement the kind of technology infusion that is required into the curriculum. The purpose of the GAME Plan is to create self-directed learners, because when both teacher and student are using technology, there is a great deal of learning that has to be done without formally learning about it. The GAME Plan ensures that this is so.

The teacher and the student is focused on remaining on course with the activity using the GAME Plan. G - the goals that are set for the realization of the final product, A - action to be taken to ensure the success of the project, M - monitoring the entire learning process; and E - evaluating the process, to ensure that the desired learning outcomes have been achieved. When I followed this procedure for my project with my GAME Plan, I realized that it made me remain focused on the desired outcome and learning objectives. It provided a very organized way to ensure that content learning took place, and both the teacher and students were able to learn together through self-direction.

Although I have had to make adjustments to some aspects of the project, due to circumstances beyond my control, it still ensured some measure of success. I would need to look more closely at how I have to infused technology into my content area learning strategies, and how self-directed learning takes place. I would be using more web blogs, wikis, digital storytelling, and other online and social networking tools (e.g. Twitter, Facebook, Skype) to enhance content learning and student engagement. Therefore, as educators, we have to get ourselves into the world of our students, which is a digital world, by learning more about the technology through professional development, and using the tools. We take a lot of things for granted, and do not realize the vast potential that these digital tools have for student learning. In fact, this course has showed me that we are learning all the time, both formally and informally, and most times it is informally, or self-directed.


Pauline Branker

Thursday, February 17, 2011

Using the GAME Plan process with students

The GAME Plan process is very useful to help students maintain their focus and purpose when using the technology standards and indicators outlined in the NETS-S, in content area learning. When they set their goals, they will know what they hope to achieve at the end of the activity. It gives them a sense of purpose to accomplish what they need to do. Following the action plan for their goals, will help them organize their thoughts and outline what they have to do to achieve their goals. Monitoring the process to achieve the goals would give students the responsibility to look at their learning closely to see if they are still on track for the completion of the final product. Their evaluation would be done during the entire process and at the end of the process, and this could be formative assessment or summative. Throughout the entire activity, students´creativity and innovation, problem solving and critical thinking skills,leadership and communicative skills would be developed through using the technology. Therefore, their proficiency levels would be greatly enhanced.

Thursday, February 10, 2011

Revising Your GAME Plan

Using the GAME Plan to plan my instruction has helped me to remain focused on what I have to do with my students. Along the way, I have had to readjust my activities to suit the current logistics that take place daily. The students have been able to make a video to present the first phase of their documentary. Although, they were reluctant at first because they were not secure with using the technology, they became more involved once they saw the products at the end of a session. During this phase, I am still working with my students to put together the artifacts about the different aspects of Carnival.

According to the NETS-S, I will be working to develop my students´ability to develop their digital citizenship and critical, problem solving and decision making. They have to now know how to send images of their work to a wider audience. Also, there was still a lot of healthy debate as they continue to develop these critical skills that are needed for the world of work. I would have to use more collaborative learning strategies because they get more work done, and I am able to complete a lot more content with them.

Thursday, February 3, 2011

Evaluating Your GAME Plan Progress

I think I achieved some measure of success because my students were able to do their online research in locating some websites dealing with documentary production. They enjoyed doing this because it opened a new world for them, and they appreciated the impact technology has on learning about new content. This entire exercise has reinforced my feelings about opening learning to the students, which is what student-centered learning is all about. They did not need me to feed them the information all the time, I was the facilitator in the learning process. In fact, I am learning a lot from them, and we are helping each other problem solve what is required to be done, for example, locating the correct websites that discuss the rudiments of documentary production, then locating relevant and reliable information about the various aspects of Carnival. It is a learning experience for me and for them. However, I think I need more time to continue locating information and putting everything together. I am really limited in available time and access to the computers and the Internet in school to complete the research. I would have much preferred if there was a live demonstration, however, the students do not seem to mind one bit.