Seven weeks ago, I developed a GAME plan to guide me as I engaged in self-directed learning around two goals: (1) to design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity (
NETS-T Indicator 2a); and (2) to communicate relevant information and ideas effectively to students, parents, and peers using a variety of digital-age media and formats (
NETS-T Indicator 3c). By pursuing these two goals, I hoped to develop confidence incorporating digital tools in my classroom and to be fully prepared to create and maintain my own website.
Over the weeks, I have followed the GAME steps described by Cennamo, Ross, & Ertmer (2009). I began by setting my goals, and then developing an
action plan of steps and methods that I thought would get me there. I continued to
monitor my progress towards my goals and to make
small adjustments to my action plan as I went on. Finally, I have evaluated my success (and yes, I did meet my goals to a large degree – I have adapted several of my units to incorporate technology tools and am in a good position to launch a website when I have lesson-free time during the holidays this year) and reflected on how to
extend it to support my students with their own learning goals.
As a result of following my plan, I have come to see the GAME plan approach as a valuable tool to guide self-directed learning. In fact, I am currently working with a ninth grade student who is pursuing an independent project outside of the regular curriculum and have guided her in developing her own GAME plan to structure her learning process. Though I intend to implement the GAME plan approach with whole classes in the future, I am pleased to have been able to immediately transfer my GAME plan experience to my instructional practice, if even on such a small scale.
Another small scale immediate impact which my new learning has had on my instructional practice concerns a ninth grader who is currently on an exchange in Australia. In this case, I saw an opportunity to incorporate digital tools to promote student learning and creativity, and jumped on it. Instead of turning in a brief written report about her experiences upon returning from her exchange, I suggested that the student create a blog and post to it once a week. She agreed and together, we set up
her very first blog. It has only been a couple of weeks, and we are working on reducing the number of errors included in her posts (without me pre-correcting everything she writes), so it is definitely a work in progress. Still, I am very pleased with this development.
I have also made some adjustments to an upcoming inquiry project to better integrate digital tools and to incorporate more ongoing assessment in order to better manage the project-based learning process. The digital tools I have included in the project include digital storytelling, which employs many reading strategies recommended by the
National Reading Panel and can help foster reading competence (Royer & Richards, 2008). The assessments I have built into the project focus on encouraging students to articulate their learning through written reflection, debriefing sessions, and artifacts such as notes or blog entries (Laureate Education, Inc., 2010a). One final adjustment I am making is that of releasing control of the classroom to students as I strive to increasingly step out of the spotlight and take on the role of guide (Laureate Education, Inc., 2010a).
Over the longer term, I anticipate that my new learning will have an even greater impact on my instructional practice. My second goal led me to acquire all of the information (and confidence!) necessary to create my own website to communicate with my students and their parents. I have accomplished this and look forward to doing the actual creating and launching bits during the holidays this winter. I am very excited about the possibilities this presents for publishing student work to an authentic and interested audience.
Other impacts I look forward to include continuing to integrate technology tools into existing curricula and those which I develop in the future, structuring further self-directed learning experiences for my students, and using technology tools to improve differentiation in the classroom. Technology tools can help make the curriculum accessible to all students by crafting projects that fit to students’ learning styles and strengths (Laureate Education, Inc., 2010b), thus enabling even struggling writers to express the content knowledge and understanding they have gained. One final development I hope to see in my instructional practice is the incorporation of online collaboration in the form of international and cross-cultural exchanges. After all, as
Vicki Davis, Teacher and IT Director at Westwood Schools in Camilla, Georgia, so emphatically suggests, whatever it is you’re teaching, there is probably someone out there who wants to collaborate with you (Laureate Education, Inc., 2010c).
In the first week of my GAME plan, I heard
Peggy Ertmer, Professor of Educational Technology in the Department of Curriculum & Instruction at Purdue University, say that integrating technology effectively requires four things: knowledge, confidence, belief, and a supportive culture(Laureate Education, Inc., 2010d). Now, as I wrap up this learning experience, I am satisfied that I have gained the knowledge necessary to select the right technology tools to enhance my content goals, and I am becoming more confident in my ability to effectively implement those technologies. I am firmly of the belief that real learning is the result of an active process in which students interact with content in meaningful ways. And I have discovered that my own willingness to try new things is vital to cultivating a supportive culture for technology integration in my school. Most importantly, I am convinced that technology integration is not as hard as we often make it out to be – in fact, technology tools are often a natural fit to existing curriculum goals.
References:
Cennamo, K., Ross, J., & Ertmer, P. (2010).
Technology integration for meaningful classroom use: A standards-based approach. Belmont, CA: Wadsworth, Cengage Learning.
Laureate Education, Inc. (Executive Producer). (2010a). Spotlight on technology: Problem-based learning, part 2. [Video recording].
Integrating technology across the content areas. Baltimore, MD.
Laureate Education, Inc. (Executive Producer). (2010b). Meeting students’ needs with technology, part one [Video recording].
Integrating technology across the content areas. Baltimore, MD: Laureate Education, Inc.
Laureate Education, Inc. (Executive Producer). (2010c). Enriching content area learning experiences with technology, part two [Video recording].
Integrating technology across the content areas. Baltimore, MD: Laureate Education, Inc.
Laureate Education, Inc. (Executive Producer). (2010d). Enriching content area learning experiences with technology, part one [Video recording].
Integrating technology across the content areas. Baltimore, MD: Laureate Education, Inc.
Royer, R., & Richards, P. (2008, November).
Digital storytelling. Learning & Leading with Technology, 36(3), 29–31.