Wednesday, September 29, 2010

Monitoring my GAME Plan

As I began the stage of monitoring my progress towards reaching my goals of:
1. Facilitate and Inspire Student Learning and Creativity
2. Design and Develop Digital-Age Learning Experiences and Assessments
I am remind of the old phrase “begin as you mean to go”. This emphasizes for me the importance of knowing at the beginning what your designation will be and the avenues you intend to take. Dr. Ross says that assessment should be the first thing teachers consider when designing lessons (Laureate, 2009).

I mentioned in an early post that I was going to use digital story telling to spark my students’ natural curiosity and creativity through the use of iMovie and flip cameras. This week I met with another teacher in my school that routinely uses flip cameras in her classroom. She showed me previous footage her students had shot and edited. I was amazed at the amount of detail these second grade students had added to their feature films. One great suggestion she had was to let students watch the "making of the movie" feature on a educational DVD and the credits of the film. She also had a cameraman from a local television station come in as a guest speaker. I can now see the how the affect of integrating real life situations and context into lesson can have a powerful impact on students buy–in to the content areas.

Pressing forward with my quest to find authentic opportunities to assess my students’ achievements I encountered a nifty way to use PDAs.. “Whether based on formal or informal observations, many student information systems allow you to quickly add notes to students records that can be accessed and recorded on handheld and laptop computers, making students records dynamic” (Cennamo, Ross, & Ertmer, 2009). One of the great struggles I have in regards to student performance-based assessments is the time consuming and laborious task of recording and transferring information. Handling student performance assessments in this manner would free up time and provide instantaneous feedback to customize future lessons.

My most pressing question so far is how I can use my own personal iPod Touch to make wireless performance assessment take place. It definitely not something I have come across in the iTunes (itunes.com) app store. Does anyone have any prior experience with this method of data collection? What program would you suggest? What is the cost factor involved?

References

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

Laureate Education, Inc. (Executive Producer). (2009). Program 7. Assessing Student Learning with Technology. [Educational video]. Baltimore: Author.

Wednesday, September 22, 2010

Puttling Actions Into Words

From past experiences, I have surmised that my preferred through process is deductive thinking. Cennamo, Ross, and Ertmer define deductive thinking as moving “from the whole to its parts, from generalizations to underlying concepts to examples” (Cennamo, Ross, & Ertmer, 2009). So, I began the Action phase of my GAME plan by watching my son’s home iMovies. This allowed me to refamiliarize myself with the scope and sequence of the movie making process. I also began a journal to record my questions, thoughts, and findings as well as a technology list which includes my Mac laptop, the iMovie application, and a flip-camera.

I then began to search for resources to help me gain proficiency. My district offers several professional develop classes on both iMovie and flip-cameras. Additionally, I discovered a well developed and detailed site entiled Dummies.com: Knowing What You Can Do with iMoive at http://www.dummies.com/how-to/content/knowing-what-you-can-do-with-imovie.html One of my most crucial sources of knowledge will be my innovative thinker husband. I hope to benefit from his wealth of knowledge gathered over the past nine years of making countless iMovies.

In my classroom, I have 20 different versions of Vygotsky’s Zone of Proximal Development. Each child is a unique individual with equally important needs. By expanding the creativity level students need to expend in order to learn, I am gifting them with not only information to past a standardized test but also the ability to face and conquer life’s challenges.

Reference:

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.

Wednesday, September 15, 2010

The GAME Plan

The purpose of the International Society for Technology in Education (ISTE) is to inform students, teachers, and parents about the integral part technology plays in facilitating an active learning environment. With an increased number of students reporting bouts of boredom ranging anywhere from 50 and 70 percent of the school day, the time has come to take a more introspective examination at teaching practices in the classroom. My GAME plan to incorporate technology as part of an active learning atmosphere focuses on developing the components of creative thinking and authentic assessment.

My first goal is to ‘facilitate and inspire student learning and creativity” (the International Society for Technology in Education (ISTE), 1997-2010). I plan to utilize digital storytelling as a technique. I will begin by familiarizing myself with the basic functions of iMovie by importing and editing a movie of my students enacting a story from our literature curriculum. According to Dr. Peggy Ertmer, the key components to enhance standard based learning is through knowledge of program capabilities, confidence to implement, positive beliefs, and locating supportive resources (Laureate, 2009) .To monitor my progress during this multimedia project, I will create a rubric using Partnership for 21st Century skills to guide my work . The evaluation phase of this project will be to two-fold. This video will not only be evaluated by myself, but also by another professional in my cohort. This will ensure I have demonstrated competent knowledge of the program.

Additionally, I plan to “design and develop digital-age learning experiences and assessments” (1997-2010) by utilizing King-Sears and Evmenova’s Checkerboard of Choices for Integrating Low, Medium, and High Technology Into Instruction (King-Sears & Evmenova, 2007). Exploring these multiple avenues in which students can demonstrate their knowledge will allow me an authentic opportunity to assess student mastery. “When you know what your choices are, you are better able to determine whether technology is already available or whether you need to request specific technology” (2007). I will use the Checklist for Integrating Technology Into Instruction(2007) by King-Sears and Evmenova to progress monitor my ability to organize and implement these various mediums. Additionally, I will evaluate my ability to encapsulate these digital projects into various lessons by tracking the impact of student learning. This will allow me to develop my skills in the navigation of these technologies in a progressive and methodical manner (Laureate, 2009).

Technology is a tool to be used in the classroom for the betterment of student comprehension, mastery, and development. It is no longer as simple as making computers accessible to students. Instead, students must go beyond basic keyboarding and learn the importance and responsibility of the keystrokes that bring the outside world to their fingertips.

References

King-Sears, M., & Evmenova, A. (2007). Premises, Principles, and Processes for Integrating TECHnology Into Instruction. Teaching Exceptional Children, 40(1), 6-14. Retrieved from Education Research Complete database.

Laureate Education, Inc. (Executive Producer). (2009). Program 2. Promoting Creative Thinking with Technology. [Educational video]. Baltimore: Author.

National Education Standards for Teachers (NETS-T) located at: http://www.iste.org/Content/NavigationMenu/NETS/ForTeachers/
2008Standards/NETS_T_Standards_Final.pdf

Prensky, M. (2008). Turning On the Lights. Educational Leadership, 65(6), 40-45. Retrieved from Education Research Complete database.