Wednesday, May 15, 2013

My Personal GAME Plan

The GAME plan is a four-step plan for self-directed learning that was developed by Cennamo, Ross, and Ertmer (2009, pp. 3-5).As a teacher, I need to model self-directed learning for my students as I work to grow in my abilities as a teacher.  I will use the game plan, along with the National Educational Technology Standards for Teachers (NETS-T)(International Society for Technology in Education (ISTE), 2008) to help me develop professionally.

The first step of the GAME plan is to set Goals.  The goal I currently have for myself is to improve in two indicators from the NETS-T (ISTE, 2009).  The first is indicator 1b, "engage students in exploring real-world issues and solving authentic problems using digital tools and resources."  I want to do a better job of developing, and seeking out, authentic and real-world problems for my students to solve, rather than teaching almost exclusively from the book in my math class.  The second indicator is 1d, "model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments."  While I frequently work with the orchestra director to solve problems, I would like to do a better job of modeling the process of working with another person virtually and/or from outside the school.

The second step of the GAME plan is to take Action.  In order to improve in the first area, I will speak with other math teachers at my school and search the Internet for ideas of authentic, real-world experiences/problems at the level of my students.  Some areas where I may look on the Internet include teaching blogs, problem-based learning sites, and professional learning communities.  With only two weeks of school left before exams, I will focus on my remedial algebra class and try to implement one short project before the end of the year, as I also collect more ideas for next year.  To improve in the second area, I will seek out ideas for ways that I can bring professionals into my classroom either virtually or in person for next year.  In my band classroom, I will look for a day in next year's calendar that I can set aside, I will make a plan to bring bring another person in, and speak with them about topics that they may be able to cover.  I have also spoken with a teacher in another building in my own district who is interested in having my students demonstrate their instruments to her class using Skype before the end of the year.

The third step of the GAME plan is to Monitor progress towards my goals.  To help me monitor my progress, I will enlist the help of my colleague who is working on a similar degree through another university. They will serve as an accountability partner and as a sounding board for my ideas.  I will also check my progress in one week to be sure that I have made progress toward my goal of implementing one project with my math classroom before the end of the year.

The final step of the GAME plan is to Evaluate if I met my goal and Extend my learning to future efforts.  Throughout the process I will keep a digital journal, where I will write down the ideas that I find and reflect on them if/when I use them.  Through the journal I will be able to evaluate my progress, including the completion of my goal, and I will be able to extend my learning through my reflections.

Using the GAME plan, I will have a process for self-directed learning.  I know that authentic instruction is critical to developing interest and depth of knowledge in students.  I also know that "whatever [I] am teaching, there is probably someone out there who is interested in collaborating with [me]" (Laureate Education, Inc., 2013).  By following my GAME plan, I will meet my goals.

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, Cenage Learning.

International Society for Technology in Education. (2008). ISTE NETS for teachers 2008.  Retrieved from: http://www.iste.org/standards/nets-for-teachers/nets-for-teachers-2008

Laureate Education, Inc. (Producer). (2013). Enriching content area learning experiences with technology, part 2 [Video webcase].  Retrieved from https://class.waldenu.edu/webapps/portal/frameset.jsp?tab_tab_group_id=_2_1&url=%2Fwebapps%2Fblackboard%2Fexecute%2Flauncher%3Ftype%3DCourse%26id%3D_2818306_1%26url%3D

3 comments:

  1. Jeremy,

    I believe your choice to work on the NET-S indicator involving lessons based on solving real world problems using digital tools is a great choice. Students are more likely to be engaged when they are able to see a real world connection to the content they are learning. The use of technology will also bring excitement to your students' learning. Moreover, technology helps give opportunities to students with varied learning styles (Laureate Education, Inc., 2013). While your students' overall engagement increases, you will be able to address more individual learning needs through the use of technology.

    I like the idea of a digital journal to record your evaluative thoughts. Can you share more information on this tool?

    Zac

    References
    Laureate Education, Inc. (Executive Producer). (2013). Enriching content area learning experiences with technology: Part 1. [Video Webcast]. Retrieved at https//class.waldenu.edu

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    Replies
    1. Hi Zac,

      Thank you for your thoughts. The digital journal will simply be a document in Google Drive where I will add the ideas I have tried and reflect on them. I could make the notes directly into my lesson plans, and still might, but I would like to have a central location where I list the new ideas that I've tried so that I can have them all in the same location.

      On the topic of lesson plans, I've started doing mine in Google Drive and using my tablet to access them so that I don't have paper lesson plans anymore. Here is the template that I've settled on: http://www.vertex42.com/ExcelTemplates/lesson-plan.html

      Jeremy

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