I have learned that the implementation of self-directed learning and a GAME plan can help studnents to increase knowledge, skills, accomplishment and personal development. "Self-directed learners engage in three key processes: planning, monitoring, and evaluating their learning activities" (Cennamo, 2009, p.3). Four steps that are used to direct students in learning is also known as the "GAME" plan. The "G" stands for setting goals, the "A", taking action to meet the goals, the "M" is monitoring of progress toward the goal, and "E", the evaluation of goals that were achieved and extended the learning of new situations.
The use of a GAME plan will help me to be a better instructor by making me think about the steps I can take to direct my students in the learning process. The integration of technology is also another key concept that will be used to help guide my students to become metacognitive learnners. With the use of a GAME plan I can make learning tasks appropriate for all students and help them to develop skills that will help them in lifelong learning.
An adjustments that I will make as a teacher is to set goals for my professional growth. I have learned the importance of not only setting goals for students, but also for myself. In order to monitor my growth, I have decided to use a portfolio to documet growth and student progress. In my portfolio I will showcase projects, assignments and accomplishments from my students by placing exemplars in my professional developmnet portfolio. Another adjustment I will make this summer is to continue to take technology courses offered by our intermediate unit in order to expand my technological capabilities.
In conclusion, creative thinking, proper planning, the use of technology, and the integration of a GAME plan will help me to become a more effective and productive teacher. While providing authentic instruction, my students will be inspired to be creative, self-directed learners and also will learn skills that will enable them to be lifelong learners.
References:
Cennamo, K., Ross, J. and Ertmer, P. (2009). Technology Integration for Meaningful Classroom Use, A Standards Based Approach. Ohio: Cencage Learning.
Wednesday, June 23, 2010
Saturday, June 19, 2010
Final Thoughts on my GAME Plan
Over the past several weeks I have learned that in order to build learner autonomy, a teacher must provide students with a variety of interesting and relevant topics. When a student is allowed to choose topics that are interesting and relevant, the motivational rate of students is much higher. It is important to allow students to pursue their own interests and formulate their own questions. Technology plays a large part in student learning and is a powerful learning tool. Self-directed learning is an important part of 21st century learning. "While technology is not essential to creating authentic, learner-centered instruction, it offers a powerful resource for engaging students in authentic experiences, typically increasing both their motivation and their learning" (Cennamo, p.51).
Using a GAME plan can help students to become proficient in their learning by allowing students to: set goals, take action to search and locate information, monitor the extent of components and evaluate and extend learning. NETS-T standards fit in nicely with the GAME plan because they allow teachers to "promote support, and model creative and innovative thinking and inventiveness, engage students in exploring real-world issues and solving authentic problems using digital tools to reveal and clarify students conceptual standing and thinking, planning and creative processes" (Cennamo, p.24).
In conclusion, both the teacher and the students can benefit by using a GAME Plan to support creative thinking with technology. Coupling GAME Plans with standards can help teachers to achieve instruction that facilitates and inspires student creativity.
Lora K.
HS English
Reference:
Cennamo, K., Ross, J., and Ermter, P. (2009). Technology integration for meaningful classroom use, a standards-badsed approach. Ohio: Cengage Learning.
Using a GAME plan can help students to become proficient in their learning by allowing students to: set goals, take action to search and locate information, monitor the extent of components and evaluate and extend learning. NETS-T standards fit in nicely with the GAME plan because they allow teachers to "promote support, and model creative and innovative thinking and inventiveness, engage students in exploring real-world issues and solving authentic problems using digital tools to reveal and clarify students conceptual standing and thinking, planning and creative processes" (Cennamo, p.24).
In conclusion, both the teacher and the students can benefit by using a GAME Plan to support creative thinking with technology. Coupling GAME Plans with standards can help teachers to achieve instruction that facilitates and inspires student creativity.
Lora K.
HS English
Reference:
Cennamo, K., Ross, J., and Ermter, P. (2009). Technology integration for meaningful classroom use, a standards-badsed approach. Ohio: Cengage Learning.
Friday, June 11, 2010
Week #6, Revising Game Plan
Now that school has ended here in Central Pennsylvania, most of my GAME plan has come to a halt. Although my GAME plan has temporarily stopped, I still continue to learn a lot of useful information on how to implement technology into my English classes. I have learned that students have a lot to gain through communicating with other students via the Internet. Blogs, wiki, power points and digital story telling are just a few ways to use technology to aid in student learning. Peggy Ertmer (Laureate Education, Inc., 2009) stated in week #3's video, Enriching Content Area Learning; there's a way to integrate technology into any class. Our students are "growing up in the light", they are familiar with technology long before they enter our classroom.
The goal I have set for myself is to continue to embrace and learn new technologies that are available to help my students learn and to make my teaching more solid. I am going to try to incorporate technology into every unit I teach next year. A large part of my summer will require the planning and implementation of technology to help my students learn and grow in a technologically rich society.
In order to improve my approach to the implementation of technology, I am presently searching for a class to take during my summer vacation. I am hoping to find a class that will help me to effectively use a Smart Board. Next year, I will have access to a Smart Board and am hoping to say goodbye to my old "dumb" green chalkboard!
References:
Laureate Education, Inc. (Executive Producer). (2009). Enriching content area learning. Baltimore: Author
The goal I have set for myself is to continue to embrace and learn new technologies that are available to help my students learn and to make my teaching more solid. I am going to try to incorporate technology into every unit I teach next year. A large part of my summer will require the planning and implementation of technology to help my students learn and grow in a technologically rich society.
In order to improve my approach to the implementation of technology, I am presently searching for a class to take during my summer vacation. I am hoping to find a class that will help me to effectively use a Smart Board. Next year, I will have access to a Smart Board and am hoping to say goodbye to my old "dumb" green chalkboard!
References:
Laureate Education, Inc. (Executive Producer). (2009). Enriching content area learning. Baltimore: Author
Thursday, June 3, 2010
Week #5
This week I have learned that Problem Based Learning (PBL) enriches student learning of content and instructional approach. The benefits of PBL are; self-directed learners, the deep learning of content and standards and content explored in an authentic way and meaningful way students become engaged and passionate about learning. Technology can facilitate PBL by allowing students to reflect on their learning by the use of: blogging, journaling, e-journals or wikis.
In order to find a good problem for students to use Problem Based Learning, a teacher can use a situational dilemma, local community issue, or a puzzling matter. A good PBL problem is meaningful, fits standards, is authentic and enables students to take part in cooperative learning.
PBL allows students to apply and improve skills in a variety of ways. PBL is a teaching tool that I can use in my GAME plan. With the integration of technology students have unlimited sources and can easily access accurate information. Projects that students create can be used as artifacts and students will be able to reflect on their learning.
This week I have learned that Problem Based Learning (PBL) enriches student learning of content and instructional approach. The benefits of PBL are; self-directed learners, the deep learning of content and standards and content explored in an authentic way and meaningful way students become engaged and passionate about learning. Technology can facilitate PBL by allowing students to reflect on their learning by the use of: blogging, journaling, e-journals or wikis.
In order to find a good problem for students to use Problem Based Learning, a teacher can use a situational dilemma, local community issue, or a puzzling matter. A good PBL problem is meaningful, fits standards, is authentic and enables students to take part in cooperative learning.
PBL allows students to apply and improve skills in a variety of ways. PBL is a teaching tool that I can use in my GAME plan. With the integration of technology students have unlimited sources and can easily access accurate information. Projects that students create can be used as artifacts and students will be able to reflect on their learning.
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