Wednesday, July 24, 2013

Monitoring Your GAME Plan Progress



          While developing my GAME Plan there were two standards in particular which the International Society developed for Technology in Education (ISTE). The first one is that teachers use their knowledge of subject matter, teaching and learning, and technology to facilitate experiences that advance student learning, creativity, and innovation in both face-to-face and virtual environments. The second standard being to advocate, model, and teach safe, legal, and ethical use of digital information and technology, including respect for copyright, intellectual property, and the appropriate documentation of sources (International Society for Technology in Education, 2008).  In the following weeks and months, I hope to be able to make improvements to my game plan by working hard, and collaborating with my colleagues at the middle school level and with my colleagues at Walden University.
            The past couple of weeks I have been looking at various websites and other teacher blogs and classroom blogs to get ideas from on where to go with my class blog.  I found an interesting website that has tons of information in particular for art teachers called Art Education 2.0. There is a massive amount of information pertaining to technology and art education and I need to spend some time to process it all. When it comes to the second part of my GAME Plan about advocating, modeling, and teaching safe, legal, and ethical use of digital information and technology, I am going to have to talk with the technology coordinator about what they already have implemented.  At this point, I can get ideas from the students at Walden University and my Instructor, the text and videos and research ways to do these things in the classroom.
            Thus far, in the process I have learned that technology does not have to be the focus, but is useful as an aid in the teaching process to guide the teacher in teaching content and students in learning.  When it comes to technology, it can be used for student creativity, tools for student learning and assessment.  In the course text Technology integration for meaningful classroom use: A standards-based approach it suggests “that as a teacher it is important to know whether how you teach, with or without digital technology, is effective in helping students learn the intended content” (Cennamo, Ross, & Ertmer, 2009).  For now, I feel that I am on task with my GAME Plan, but am always open for suggestions.
            I feel that, I am jammed with lesson ideas for my students because I know that not all students will go to the high school and take a visual art class.  When I have them at the middle school, I do as many hands on projects that I can fit into 30 school days of art. If I had any questions that I had in mind it would be about the process of the GAME Plan is how do I fit this all in to my curriculum?  Any input with the above would be of a great benefit.  

References
Cennamo, K., Ross, J. & Ertmer, P. (2009). Technology integration for meaningful classroom use: A standards-based approach. Belmont, CA: Wadsworth, Cengage
International Society for Technology in Education. (2008). National education standards for teachers (NETS-T). Retrieved from http://www.iste.org/standards/nets-for-teachers.

3 comments:


  1. I find visiting other teacher’s websites really helpful in giving me ideas with tons of information. And with the enormous amount of information that is out there it’s a challenge to try to get to all of them. With regard to technology the trend today has heavy emphasis on students doing more project using tools like the computer, digital cameras, iPads, iTouch, and other devices that connect across the World Wide Web.
    I think it’s great that you’ve built a bank for lesson ideas for your students. Having a multitude of lessons will come in handy when you’re in a bind and need something to for a sponge activity. Especially when those students who tend to finish an assignment way before you anticipate they could possibly finish.

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  2. I do not know how well this site may work for an Art class but I have seen/heard some of my fellow teachers use Edmodo.com. Edmodo is designed to be a safe way for classes to collaborate amongst each other, share content, access assignments, grades and school notices while in school and out. Last year I observed a high school English teacher in our district use it to help her students with their term papers. The students log in to their class "site" (that looks very similar to Facebook, so it made the students interested) and post their work, get ideas from other classmates if needed and the teacher is able to monitor all student activity. This resource may help you with your collaboration goal as well as your goal to teach safe, legal and ethical digital use.

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  3. Hi Amanda,
    I have been using a site called wiggio.com. It is very similar to edmodo.com, but it offers far more options for collaboration among students. It is good that you realize that the technology should not be the focus, yet a tool. I have been working on publishing student work in my classes. "Celebrations of authorship are important because they build community and confidence as each child feel the pride and authority of authorship." (Manning, 2002) Do you think that publishing student work online would be a great way for you to help meet your first standard? I believe it has helped me to meet it.
    teve

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