As I reflect on my experience with the GAME plan process these last seven weeks I look at what I got accomplished and what my students received from my lessons. There are some really good perks when it comes to making a GAME plan for yourself as well as your students. Some of those perks include expanding on a lesson and taking a more in-depth approach, it helps students stay focused while working on projects that require research and teachers are working as the facilitator while students have a course of action to follow. Game planning is a great way to stay focused on what it is you really want to accomplish and what you want your students to achieve.
I had a great experience setting a GAME plan. I was able to set my goal and successful accomplish what I had planned, the two goals I set were practice what I learn about technology in order to demonstrate fluency in technology and to advocate, model, and teach my students about the internet and what can be found out there. During the GAME plan process I was able to learn and teach myself more about the technology that I wanted to teach my students in order to answer questions that they might have. I also found that instead of throwing all the dos and don’ts at my students to go over the list and have students create a modified list that can go up in the classroom to follow. Having the steps to monitor myself really got me motivated to do more within my lesson and improve my instructional practice. Although I have made progress following through with my GAME plan I think this is definitely something I will work on next year with the new group of students.
Since there is a big overlap between NETS for Teachers (NETS-T) and NETS for Students (NETS-S), I will be able to consider ways in which I can meet the required teacher standards and ways in which I can help my students meet the required student standards (Cennamo, Ross & Ertmer, 2009, p. 7). I would like to use the National Education Standards for Students (NETS-S) to help them develop proficiency and demonstrate an understanding for the following areas Creativity and Innovation, Communication and Collaboration, Research and Information Fluency, Critical Thinking, Problem Solving, and Decision Making, Digital Citizenship, Technology Operations and Concepts (ISTE, 2007). For research projects that students are required to do I would have students use a GAME plan to complete their assignment. I would also challenge students to think of something they would like to accomplish within three to four weeks and set their own goals to accomplishing that task. As students set goals, take action, monitor their learning, and evaluate their progress, students will be able to take control of their own learning process (Cennamo, Ross & Ertmer, 2009, p. 7).
As this course comes to a close I have started to reflect on the technology that I have already put into practice. Learning new technology has really opened my eyes to what is out there that I still have yet to learn and what would be the most effective in my classroom. This last semester I got real excited about the technology that I have learned and am able to pass onto my students. The information and technology that was new to me this semester was problem based learning, social networking/ online collaboration, and digital storytelling. I will pass on the new technology and information I learn to my students because I realize most of them have not had the experience and probably will not get the experience of problem based learning, social networking/ online collaboration, and digital storytelling. Next year I will create lessons around problem-based learning that will incorporate some of the new technology I learned during this course. I will create a classroom BLOG that students can use for social networking and online collaboration during the school year. Digital storytelling is another technology piece I want my students to accomplish next year. Working with second graders I will have them create a digital storyboard to present during Open House at our school. Students would create a whole class digital storyboard that we could share during open house. Each student would have a part in creating a piece of the digital storyboard which would include: things we don’t know about you, things that are interesting, or things that are important about you.
Reference
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. (2007). National education standards for students (NETS-S). Retrieved June 13, 2011 from