Kid Motivator

Saturday, October 22, 2011

Final Reflection- Educ 6713

As more emphasis is being put on technology skills for today’s students to be college and career ready, it is essential that teachers acquire a way for students to attain these skills. Integrating various forms of technology into lessons, via a GAME plan, is a way to accomplish this. These plans are techniques that teachers can use to educate students on the process of goal setting, action taking, monitoring and evaluating their own progress.  Students who use this method regularly eventually develop into self-directed learners (Cennamo, Ross, Ertmer, 2009). Additionally, this is an excellent tool for teachers and students to use for collaboration, reflection, or documentation. Teachers can further make use of this means for accommodation and differentiation of instruction (Laureate Education, 2010).
  After creating, revising, and implementing my GAME plan, I have come to understand the importance of putting a plan in writing. This enabled me to focus on the objectives and standards that were in my lesson plan.  Consequently, revisions had to be made to my original plan because parts if it could not be implemented. Originally, I had planned to Skype with another classroom to discuss math measurement, but when that fell through a coworker suggested that I Skype with an architect in our area. It turned out that an architect was the perfect person to give my students insight on the use of measurement in real world applications.  Owing it to collaboration and suggestions of my work and online colleagues, my GAME plan was successful and benefited all of my students.
By making small changes in my teaching methods, using a GAME plan, and incorporating technology standards I can be assured that positive learning outcomes will take place. As a result of instructing my students how to use a GAME plan, and requiring a digital story as a concluding product of their GAME plan, will guide them to be self-directed, lifelong learners and problem solvers.

Reference:
Cennamo,K., Ross, J. & Ertmer, P. (2009). Technology integration for meaningful classroom use: A standards-based approach. (Laureate Education, Inc., Customed.). Belmont, CA: Wadsworth, Cengage Learning.
Laureate Education, Inc. (Producer). (2010a). Program 1: Promoting self-directed learning with technology [DVD].  Integrating technology across the content areas. Baltimore, MD: Author.



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