After reviewing my game plan I realized that in incorporated a lot of technology use into projects. “Universal design for learning (UDL) Sugguests that teachers can remove barriers to learning by providing flexibility in terms of options for materials, methods, and assessments.” (Cennamo, Ross, & Ertmer, 2009) One thing I wanted to address in the data based decision making GAME plan was under the heading “Set Learning Goals” How Will my students demonstrate the new skills and knowledge? I didn’t take into account that some of these students don’t know how to use these technologies that I’m using in my projects. I will have to spend some time showing students how to use the technology in order to really get the benefit of using it. Yes I know that most students do know how to blog, use youtube, etc. But I know for a fact that there are students that do not. What is the point of having them do projects they don’t know how to use the tools. It will just make the students frustrated instead of learning the skills that are intended with the projects.
Another resource that I have to utilize is my colleagues. I cannot be the only educator knowledgeable knowing how to use the technology. There has to be some sort of workshop that requires teachers to learn technology. If my students have questions, there should be other qualified teachers in the building that can assist in helping.
The additional information I need to carry out my game plan is to find out exactly what technology I want to incorporate into my projects. Should I start with something simple that most students can understand? First start off finding something on youtube, than progressing the skill to finding something on youtube and then blogging about it on their own blog page.
The steps I have taken thus far are focusing on what the projects that will be issued to my students and the goal of the overall project. Two areas I’m focusing on : engage students in exploring real-world issues and solving authentic problems using digital tools and resources, demonstrate fluency in technology systems and the transfer of current knowledge to new technologies and situations.
References:
Cennamo, K., Ross, J., & Ertmer, P. (2009). Technology integration for meaningful classroom use: A standards-based approach (Laureate Education custom edition). Belmont, CA: Wadsworth, Cengage Learning.
Mike Benson
Wednesday, January 19, 2011
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Mike,
ReplyDeleteHow often do you meet with students? In our building, students have P.E. twice a week for 40 minutes. I can see that it would be difficult to take away from your limited instructional time to teach technology. Can you work with the librarian or media specialist to help introduce the tech tools to students? Perhaps you can share your project ideas with classroom teachers to see if they can or have introduced any of the tools you plan to use. There are probably ways a classroom teacher could support and even extend your projects into other areas of the curriculum, or share your project on a class website.
Christina