Wednesday, March 24, 2010

The Impetus to Play

Examining the action or play necessary to achieve my goal of integrating digital tools and resources into my secondary English curriculum, I have made some accomplishments in making me fully realize and understand the necessity of technology integration at http://www.edutopia.ora/ and in professional development for beginners with technology at http://www.classroom20.com/. Because of the need to prepare students for productivity as future citizens, my progress must be inevitable. The impetus to be successful in achieving my goal must not be deterred because of my neglect or my lack of motivation to be self-directed in my learning.

At this point of the GAME, there are no necessary modifications. Technology integration into the classroom is a critical need and must be vowed as such by all passionate educators. In a society that is totally immersed in technology, we must not only teach but also model the use of these tools that are so commonplace in not only our students' lives, their communities and their homes but also in our own. We live in a highly technological knowledge-based economy, and we must effectively integrate technology to deepen and enhance the learning process. It must support the four components of learning:

Active Engagement,

Participation in Groups,

Frequent Interaction and Feedback

Connection to Real-World Experts.

My inquiry into technology reveals that effective technology integration will not only support the aforementioned components but will also reveal routine and transparent use that supports circular goals. It enables cross curricular and personal connections for and to every student's world. After all, education is not an isolated entity, but a collaborative and cooperative effort.

Wednesday, March 17, 2010

THE PLAY!

To achieve my goal of integrating digital tools and resources into my high school English curriculum, I have GOT to have a PLAY! I cannot have game if I have no play! I need the knowledge necessary to implement and put in motion the action for reaching my goal.

To gain this knowledge, I have to do an Internet search for resources that can carry me to various Websites that provide professional learning and support, lesson plans and activities. These provisions can be carried out through personal readings, videos and/or virtual experiences. Each avenue will contribute to my professional toolbox of techniques for infusing twenty-first century technologies into my English classroom.

Having taken the step to identify some resourceful Websites with brief overviews of their purposes and content, I have identified the following sites as starters:

In addition to using these sites to gain information, I will use a collaborative learning strategy to gain insight from colleagues on techniques of technology integration that has worked for them. Through collaborative sites like http://www.ning.com and technology blog sites, I can network my way to effective integration of digital tools and resources to promote not only engaging and creative learning experiences but also academic success!

Thursday, March 11, 2010

I got GAME!

Reading the Performance Standards and Indicators for Teachers set forth by the National Education Standards, I realize that my confidence level for most of the indicators is not very strong. It has only been in the past year that I became aware of the need to integrate technology into the designing of curriculum/lesson plans, implementing the curriculum/lessons or assessing the learning. Many things are new to me, but my experience with Walden has given me an opportunity to experiment with some technology tools, and my optimism tells me to pursue these experiments. Through continuous experiments, I can become more and more competent and confident as I strive to meet the National Education Standards for Teachers (NETS-T). Two indicators of the NETS-T in which I would like to strengthen my confidence are Standard 2, Indicator A and Standard 4, Indicator A.

GAME plan for Standard 2, Indicator A: Design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity
  • G - My Goal is to create or adapt former learning experiences that uses digital tools and resources to increase student learning and creativity.
  • A - My Action is to first research to identify available digital tools and resources. Then, I must learn to use these tools and resources. After some uses have been learned, I must then creatively plan and design lessons that use these tools and resources to increase student learning and creativity.
  • M - As I Monitor my actions to achieve my goal, I will reflect at random times on the effectiveness of the procedures that I have undertaken to see if any changes need to be made in my actions. Monitoring will let me see if my Action needs to be re-thought and/or redone.
  • E - The Evaluation aspect of my plan will determine whether I am successful in fulfilling my goal. If not, it will indicate to me the part(s) of my goal that need to be modified to bring success to my endeavors.

GAME plan for Standard 4, Indicator A: Advocate, model and teach safe, legal and ethical use of digital information and technology, including respect for copyright, intellectual property and the appropriate documentation of sources

  • G - My Goal is to learn, support and teach the ethical and respectful use of digital information and technology.
  • A - My Action is to research and collaborate as I strive to learn the legal aspects of digital information and technology. Additionally, I must advocate and teach that the unethical and disrespectful use of digital information and technology is theft and can lead to some detrimental outcomes.
  • M - In Monitoring my actions, I will reflect on the gathered information to see if I am adequately selecting and collecting the information that will give me a sound understanding of the legalities of digital information and technology and if enough scenarios have been studied to strengthen my understanding.
  • E - In Evaluating my work, I will critically analyze the actions that I have taken to see if I can knowledgeably discuss the respectful and legal use of digital information and technology and/or give resources for additional information.

Using my GAME plans to design or adapt learning experiences that incorporate digital tools and resources to promote student learning and creativity and to advocate, model and teach safe, legal and ethical use of digital information and technology will strengthen not only my confidence but also my abilities. As a self-directed pursuer of knowledge, my strengthening will become my expertise. My expertise will become the light that brightens the learning experiences that will engage my students in a captivating and safe learning environment.