Monday, April 26, 2010

Throughout recent studies in my Walden University Course, EDUC-6713D-2 Integrating Technology Across the Content Areas, I have learned the importance of using a game plan to implement my course of action for teaching lessons that integrate technology and content area learning.

Cennamo, Ross, and Ertmer's GAME Plan, calls for goal setting, action that involves content area learning, monitoring of the students’ progress toward meeting the goals for the lesson, and opportunities for students to extend learning and for the teacher to further evaluate the learning that has taken place. (Cennamo, Ross, and Ertmer, 2009, p. 31). I want to continue to follow the GAME Plan to further empower my students’ as digital age learners and to engage them in meaningful lessons that foster creativity.

My classmates have helped me to see the different ways that some of the technologies can be used, such as with Digital Storytelling. I like the idea of having students create voice overs for their own digital stories, or add music, and photos to their multi-media presentations.

By the end of this course, I realize that continuous efforts must be made to follow the GAME Plan and a teacher will most importantly want to monitor her students' progress toward meeting the goals. My experience in this course has been enlighntening and will serve as a guide for planning lessons that can engage my students through creative projects involving technology for learninng in the content area.

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.

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