While completing a Walden University class - Integrating Technology Across Content Areas - I created my own personal GAME Plan. I began my plan a few weeks ago as I set my goals, took action, and monitored my progress in reaching those goals. To begin with, I set two goals that reflected two ISTE standards (ISTE, 2008). My first goal was to use multiple technologies for communicating with parents, students, and peers. The second was to participate in learning communities both in person and online as well as to participate in professional development focused on technology.
For my first goal, my primary focus was increasing contact with parents. I sent a survey to parents requiting information regarding contact preferences. Overwhelmingly, but not surprisingly, parents requested that I contact them by phone. This of course allowed me to incorporate Remind. I found this resource and truly wanted to use it but only if parents preferred this method. Sure enough, eighty-one of eighty-six students signed up for Remind. I have already sent out messages and have even been thanked by parents for making parent-teacher connecting easier. Not only have I impacted the communication between the parents and me, but I have seen an increase of Remind being used in my school. Even the guidance counselor has codes set up for each grade level for students and parents to connect with her. I also wanted to connect more with my peers. As simple as it sounds, I have simply requested cell phone numbers from teachers. Instead of having to wait for an email, teachers and I have increased our communication by texting. While this may be simple, it is certainly something that I have not done in the past.
Secondly, I wanted to increase my knowledge of technology tools by attending technology informational seminars and connecting with learning communities. Through this, I was able to learn about two new technologies that I wanted to try in my classroom. The first was Plickers. This allowed students to hold up a sign with colored blocks while I used my tablet’s camera to “read” the answers. Using this in my classroom, I found, was not as friendly as I have imagined. I love the idea, but a lot of time, the camera does not read answers and I have to keep pointing the camera to certain student sheets than should be necessary. I’m not ready to give up on it yet since it is a cheaper alternative to purchasing clickers for the room - which will not happen any time soon. The other technology I wanted to try was Nearpod (both of these are described in the last post more fully). I have not had an opportunity to use this tool yet, but I fully prepare to try it out in the future.
Throughout this course, I have realized just how truly important technology is for student learning. Of course, I had an understanding of the fun and engaging part of technology for students, but using technology is more than just student entertainment in the classroom. Marc Prensky (Prensky, 2008) says that schools need to allow students to power on, to turn on the lights in the classroom. He mentions that one way teachers can do this is by simply allowing our students to use technology to conduct research and create products. Technology integration within my classroom is essential. The first adjustment I will make to my instructional practice is the inclusion of digital storytelling. Of all the sources we have studied throughout this class, this is my favorite, and I want my students to be able to experience it. More importantly, Dr. Arnie Abrams (Laureate Education, Inc., 2009) shares that digital storytelling builds the following skills: research, analytical, creative thinking, problem-solving, interpersonal, communication. I also believe this is a really good first step as my class will continue moving forward by incorporating problem-based learning.
As I mentioned, in an older post, the GAME Plan method never truly stops. You continue to set or modify goals, take action, and monitor your progress to meet those goals and new ones to come. This is not a negative aspect of the GAME plan. After all, technology continues to improve and we need a game plan in order to not fall behind, and this GAME Plan provides the tools and organization to make that a reality.
Resources:
International Society for Technology in Education. (2008). National education standards for teachers (NETS-T). Retrieved from http://www.iste.org/standards/iste-standards/standards-for-teachers.
Laureate Education, Inc. (Executive Producer). (2009). Integrating technology across the content areas: Spotlight on technology: Digital storytelling, part 1. Baltimore, MD: Author.
Prensky, M. (2008). Turning on the lights. Educational Leadership, 65(6), 40–45.
Retrieved from the Academic Search Complete database.