Having a
GAME plan for developing lessons allows teachers to improve instruction. By “setting goals, taking action, monitoring
progress and evaluating” (Cennamo, Ertmer, & Ross, 2009, p. 3), this method
allows for a “customized approach to learning goals and develops relevant
skills important to you” (Cennamo, et al., 2009, pp. 3-4) this to your
students.
Using the
GAME plan template to create my unit on Google Maps helped me to see where we
are, what we needed to learn and where we can build on knowledge after
completion of the lesson. It lays out
the lessons nicely and I can make adjustments where necessary. The first adjustment that I would make would
be to extend the unit for an additional class period. The students really enjoyed the research on the
volcanoes and earthquakes and I had to limit them because of time. Next time I will build an extra class period
in so that they may extend their research.
Another adjustment that I would make for the future would be for the
students to collaborate with a small group or partner from start to finish, instead
of the students collaborating at the end for the assessment portion. This project would do well with the
collaborative nature of a digital storybook and the technology aspect.
Sharing this unit with my learning
community, I was able to get great constructive feedback from my peers. Upon reflection and a suggestion from my
group, I would like to include a video chat with a volcanologist at the
beginning of the lesson to serve as a motivation for the students. This will also offer insight into certain
volcanoes and earthquakes and students may ask any questions that they might
have. The lessons have a high engagement
level but I think that video conferencing with an expert would send it over the
top.
I have set some goals for myself in
regards to technology integration. Upon
reflection of digital storytelling, online collaboration and project based learning;
I wish to have my students produce their own portfolio of work that they can
look back on for a reference. By using
portfolios as a learning tool and as an assessment tool offers many
benefits. For instance, portfolio’s can
stretch across curriculums, “easy to repurpose, and easy to distribute work”
(Cennamo, et al., 2009, p. 13). Also,
and most importantly they can show students growth and change over a time
period.
In closing, technology opens up many
possibilities. Implementing the
structure of a GAME plan can allow teachers to focus on the collaborative
technology that can enrich the learning experiences of students.
Resources:
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.
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