Thursday, January 28, 2010

Monitoring My GAME Plan Progress

Finding the information and resources necessary to adequately carry out my GAME plans has been a success and also not so successful. We are accomplishing a great deal with GAME plan two: engaging students in exploring real-world issues and solving authentic problems using digital tools and resources. The reason for the achievement is having full access to websites which coincide with the aspect of real-world issues and solving its problems. An area where we could advance our skills with this GAME plan would be to purchase simulation programs where students can use their creativity and exploratory learning skills to control a virtual life. GAME plan one which reflects the standard of designing or adapting relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity has been a struggle incorporating extremely valuable tools. We have very limited access which is our biggest downfall, but we are doing the most with what we have.

Modifications I have considered with the first GAME plan have been focusing on my skills of manipulating my classroom SmartBoard. Since I already have this piece of technology I should utilize it to its fullest potential; at least I know I have unlimited access to its features. I need to locate a resource seminar and learn about all the mathematical capabilities the tool has to offer. Are you aware of any videos on youtube which may help? Or any other websites that would benefit me?

What I have learned thus far is always give yourself enough time prior to teaching a lesson to explore the sites you want your students to operate and to always have a back-up plan. You never know when technology may crash or be blocked.

Stephanie Coultrip

Thursday, January 21, 2010

Carrying Out My GAME Plan

The resources needed to carry out my action plan of improving the quality of my performance, as well as my students, are resources I have utilized in the past. I do not consider myself to be an expert in using these tools, but collaboratively working with my students, L believe we can achieve above average ability when it comes to manipulating these technologies and other human resources.

Technology resources we will mostly be working with will require Internet access. From here I will teach, then allow the students to explore digital tools such as Screencasting, podcasting, VoiceThreads, concept mapping, and posting videos on sites such as youtube. For my second GAME Plan, students will be utilizing their skills of searching the Internet for life skills apps; looking for housing, employment, transportation, etc. Collaborative and explorative learning will both take place during these activities by using classmates and the teacher as an additional resource.

Additional information needed to carry out the process of my GAME Plan will become more prevalent once in the process of completing these activities. The first time we complete these tasks my unknown questions will be answered. The initial teaching of any new lesson is a learning experience for both the teacher and the students. Once at this point, it will be easier to identify additional needed information.

Working mostly with GAME Plan 2, my students have completed searches for apartments in the newspaper, on the Internet and in bi-weekely livingaccommodation magazines. They have searched for personal transportaion methods in the same fashion. What I would truly love to locate, would be real-life on-line simulators, such as building a house, maintaining a checking account; any simulator which reflects real-life applications. If you know of any, your suggestions would be greatly appreciate.

Stephanie Coultrip

Thursday, January 14, 2010

GAME Plans


National Educational Technology Standards for Teachers

The two NETS-T I chose to focus on were high school level appropriate standards. My first “GAME” plan is structured around the standard: design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity. My second action plan is centered on the standard: engage students in exploring real-world issues and solving authentic problems using digital tools and resources. Both of these standards will help students increase their digital age learning experiences, as well as, encourage student creativity in the learning process.

GAME Plan #1

Goals: Students will incorporate digital tools and resources to promote student learning and creativity. My goal is to be able to teach students how to utilize numerous different digital tools and for the students to be able to apply the tools to academic content knowledge and class activities.

Action: Information I need in order to meet the goal are the skills necessary to effectively manipulate multiple digital tools and attain the knowledge necessary to reflect my learning onto my students.

Monitor: Monitoring my effectiveness of teaching these skills will be measured by student understanding and application of the digital tools. If students are struggling with utilizing a specific tool, we will manipulate the tool together using an interactive whiteboard. We will use a collaborative learning environment when necessary; all other applications will be individually or partner explored.

Evaluate and Extend: In order to meet the goal of incorporating digital tools students will have to be able to perform the skills to operate these functions accurately with little to no teacher interaction. Extension of the goal will be to put together a portfolio of assignments reflecting the use of the digital tools. If instruction of these tools is not easily absorbed as planned, step by step instructions will be printed out for students to follow.

GAME Plan #2

Goals: Students will be able to locate and utilize resourceful websites and digital tools enabling them to solve real-world issues and problems with ease; in turn making them more productive citizens.

Action: Students will perform tasks such as locating jobs, residency, transportation, insurance, paying bills, on-line directions, operating a gps, locating recreational dates and times, on-line banking, weather, filing taxes, checking personal credit reports and searching on-line classifieds. Resources needed to perform these tasks will be access to the school’s computer lab and library. Student exploration and authentic instruction will be the learning strategies utilized.

Monitor: Student findings will be monitored by their answers documents and spreadsheets. Some tasks will be monitored by observations and student teacher conferences.

Evaluate and Extend: Evaluations will be scored based on a teacher created rubric and the ability students are able to perform these skills. Extension of these skills will be re-applied by giving students a fixed budget, which they will have to abide by and survive three months of bill pay.

Stephanie Coultrip