Friday, June 21, 2013

GAME Plan Reflection


The GAME plan process has helped me focus my learning and planning by keeping two very targeted ideas in mind – teaching my students to use technology to investigate and solve problems and using technology to differentiate my instruction and assessment (ISTE, 2008). It has also presented me with some challenges to overcome including learning the technology myself and staying focused on content learning.

As I explore the opportunities for implementing problem based learning in my classroom, I go through a cycle of emotions and thoughts that include excitement, panic, frustration, and uncertainty. I know that I will need to provide my students with significant scaffolds to support their learning because of the shift in focus to student-centered, student-driven learning (Ertmer and Simons, 2006). The instruction my students will need includes the use of the technology tools and the independence needed to complete a PBL lesson. I become frustrated by the amount of content and required reading the school district requires which limits time for learning other important skills. The uncertainty of the support of my administration and colleagues is becoming less of a concern. As I have started to work on the implementation of technology use in my teaching, my content team has become increasingly supportive and invested in these same goals. Teachers from other content areas have also reached out in the interest of using the same technology tool across content areas, thereby allowing for the instruction to be shared between us. My administration is also supportive as they see the immediate effect of increased engagement and are willing to give me some leeway in order to see if there is also a long term impact on student achievement.

I have already begun implementing the use of technology for differentiation and am finding great success. While many of these are teacher created and only accessed by students for listening/viewing purposes, the impact is already apparent and I feel like I am able to provide an exponentially increased level of support to my students digitally. While I would like students to eventually use the technology tools themselves, I am at least exposing them to the tools while using the tools to scaffold and differentiate my instruction.  

The adjustment that I have already made and will need to stick with is limiting the number of technology tools that I will use. In order to ensure that my students are mastering content and using technology in meaningful ways, I must limit the amount of time used for teaching the technology and increase the opportunity for the technology to be fully integrated in the classroom, not just a novelty (Ertmer and Simons, 2006). While participating in a collaborative planning session recently with two other teachers, we began exploring the use of Voice Threads in a Functional Life Skills classroom. We created 5 different Voice Threads that ranged in the level of student interaction. Two were problem-solving; they presented workplace problems and asked students to contribute ideas about how to solve the problem. Two were scaffolds to support students with background information and/or review as they worked on a series of related tasks. One was a digital fill-in-the-blank where students with limited writing and physical abilities could record or type their answers in the voice thread. All this in 2 hours of planning?!? I am confident that over the next year I will be able to implement more technology in my own classroom and encourage the use of technology by others around me.



References

Ertmer, P., & Simons, K. (2006). Jumping the PBL implementation hurdle: Supporting the efforts of K–1 2 teachers. The Interdisciplinary Journal of Problem-Based Learning, 1(1), 40–54.
 
International Society for Technology Integration (2008). National Educational Standards for Teachers. Retrieved May 15, 2013 from http://www.iste.org/docs/pdfs/nets-t-standards.pdf?sfvrsn=2
 

Wednesday, May 29, 2013

Monitoring my GAME Plan


The exploration of technology uses in assessment has helped me move forward in the actions stage of my GAME plan. Through the reflection and discussion over the past two weeks, I have been able to develop plans for developing individualized activities based on the needs of my students. I have been able to develop some specific strategies and tools based on the UDL guidelines that allow students a variety of ways to demonstrate their learning (Center for Applied Special Technologies, 2011). In addition, I have explored the use of the iTouch and iPads that are available in my school.

The information I need is readily available and I am pleasantly surprised and pleased with the willingness of my colleagues to assist me with this goal. In addition to the technology teacher who I believe now considers me a project, another colleague in my department who has readily used iPads volunteered to train me in the basics and demonstrate some of his favorite apps for student use. Additionally, this colleague, who is leaving my school for a leadership position next year, has volunteered to return in the fall to train my content team so that we can all access the same technology for teaching. While the over-abundance of online resources continues to overwhelm me, I am finding people willing to share their knowledge and experience with me to save me some time and energy.

On that note, one of the lessons that I have learned is that many of the educational applications intended for school use are fun and engaging, but do not align to content standards. Cennamo, Ross, and Ertmer (2009) and Dr. John Ross (Laureate Education, Inc., 2011) warn against using technology for the novelty and encourage focusing on the use of technology to support content standards. This is likely the biggest potential trap for me to fall into on my path to success. Even the colleague who I have seen use the iPads very successfully has been guilty of this on occasion.

The lingering question I have is how to measure the impact of technology. How do you if the technology is the reason students are achieving? Is there a way to measure and show a causal relationship? I believe that technology can make learning more engaging and develop a new skill set that will benefit students. However, I also remember being very engaged in parts of my education that did not use any technology, choice, projects, or games. Good teaching may be facilitated by technology, but we cannot forget about the need for good teaching.

I am more confident than ever that my GAME plan is achievable!
 
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.
Center for Applied Special Technologies, 2011. Universal design for learning guidelines. Retrieved May 21, 2013 from http://www.udlcenter.org/sites/udlcenter.org/files/updateguidelines2_0.pdf
Laureate Education, Inc. (Executive Producer). (2009). Assessing student learning.  Baltimore, MD: Author.

Tuesday, May 21, 2013

Tools for Success


In order to move forward with my goals of teaching students how to use digital tools to investigate and solve real-world problems and uses technology to create individualized learning activities I must inventory my access to software  and web-based programs, as well as become proficient in their use.

Some tools that are available throughout my school that I am already familiar with and comfortable using are Inspiration, Kurzweil text to speech, SmartBoards and digital cameras. These are tools that I have used and taught others to use. However, Kurzweil has additional features that support writing with which I am unfamiliar. I will need to seek training in this area by contacting a teacher who presented this tool at a department meeting or accessing county wide training offered next year. Last week my department received an iTouch with photo and video capability. I am sure that this tool has many other capabilities that I am not yet aware of; I will use online resources to develop my knowledge in this area over the summer. Another resource I will access to develop in this area is the CAST website (www.cast.org). This website has a variety of technology tools and resources that can be used to individualize activities to meet students’ needs.  

The most important resource for my success will be my colleagues. Their knowledge of content and technology will provide an invaluable support that will prevent me from carrying all of this alone. One tech-savvy teacher has already offered some iTouch lessons. The technology teacher will also be an important support. She will be able to provide information and training on the tools available in my school. My next step is to reach out to colleagues and create a more thorough list of technology tools available while developing my proficiency with those tools.

Wednesday, May 15, 2013

My GAME Plan

The GAME plan consists of four steps: setting goals, taking action to meet the goals, monitoring progress towards the goals, and evaluating if the goals were achieved (Cennamo, Ross, and Ertmer, 2009). As I continue my journey integrating technology in my instruction, I can use this process for my own growth. In order to set realistic and achievable goals, I reviewed the National Educational Technology Standards for teacher (ISTE, 2008). Specifically, my goals are teaching students how to use digital tools to investigate and solve real-world problems and using technology to create individualized learning activities that meet the needs of all the students in my class.

There are a variety of steps I will need to take and a variety of other people that I will need to recruit in order to meet these goals. I will need to gain the buy-in of the other teachers on my 9th grade English team so that we can work together to develop lessons that address these skills directly. I can facilitate this by providing or accessing technology training within my school building. I will be able to build my confidence by practicing and demonstrating my ideas during collaborative planning sessions. One of my short term goals, which will also help me monitor my progress, is to incorporate one differentiated, technology-based activity each month for my students. Another short term goal will be to engage my students in researching and solving at least one real-world problem per marking period. Collaboration with my colleagues will be an imperative step as it will allow for problem solving in the planning phase, eliminating some potential challenges during instruction; it will also allow for a division of labor for materials and resources that may need to be created.
Monitoring will be ongoing throughout the school year. As I plan for implementing technology based activities, I will be able to monitor my comfort level and confidence when I practice or demonstrate for other teachers. The effectiveness of the lessons will be measured by the data collected as students demonstrate their learning.
Achieving my short term goals each month and marking period will also help measure progress toward the main goal and evaluate my effectiveness. If the data is showing a lack of student progress or success, I will have to reevaluate in order to modify my plan to meet the needs of students more effectively. This may mean adjusting my goals, changing the instruction that supports the use of technology, or accessing additional resources and technology tools.
The technology tools that are most comfortable to me, such as wikis, WebQuests, and SmartBoards, will likely be the tools that I use most frequently. In order to extend my learning, I will try to incorporate additional tools and technologies that are less familiar and comfortable. I will attend professional development opportunities to learn about additional tools and provide professional development to my colleagues on the tools with which I am familiar.  

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.
International Society for Technology Integration (2008). National Educational Standards for Teachers. Retrieved May 15, 2013 from http://www.iste.org/docs/pdfs/nets-t-standards.pdf?sfvrsn=2

Sunday, October 21, 2012

Final Reflection EDUC 6711


As a student who struggled to listen, take notes, and then try to make meaning of what I heard, I have always believed in the power of student engagement for deep learning. The constructivist learning theory clearly aligns with this belief as the engagement and interaction that students engage in results in meaningful experiences and learning (Laureate Education, Inc., 2011a; Laureate Education, Inc., 2011b; Lever-Duffy & McDonald, 2008). This affirmed and strengthened my commitment to highly engaging, interactive teaching. The use of interactive technology tools such as virtual field trips and WebQuests allow students to access information through experience and, through that experience, make new meaning from the content.

            WebQuests allow students to investigate, explore, and engage in thinking through inquiry-based practice that leads to the creation of an artifact (Pitler, Hubbell, Kuhn & Malenoski, 2007). Though guided through a structured format, teacher-provided resources, and clear expectations of a rubric, students have freedom to engage with resources at their own pace and develop an understanding that is personally meaningful. I used a WebQuest in my classroom any years ago and even helped another teacher develop one; however, I look forward to exploring this technology tool further in order to reintroduce it into my teaching practice. I will begin this process by researching existing WebQuests that are available on educational resource websites and those referenced by Pitler et al. (2007). If I am able to locate one that connects to my content, I will explore all aspects of it with my co-teacher in order to determine if there is any need for modifications, pre-teaching, or special equipment. My goal is to use at least one WebQuest in my teaching before the end of the first semester.

            I would also like to use virtual field trips in my regular instructional practice. Virtual field trips can provide students with background knowledge, experience, and visual support for Dual Coding (Laureate Education, Inc., 2011c; Laureate Education, Inc., 2011d). This tool, much like the WebQuest, allows students to engage with content first hand using a variety of resources. Since many of my students struggle with reading and do not gain the most benefit from reading activities, virtual field trips can provide them with an alternative source of information that can lead to deep learning. The possibilities for deep learning are increased through the personal experience that students gain from the activity and interaction with the content. I have already seen students who were very affected by the experience of a virtual field trip that I know that it will have an impact on achievement in my classroom. My goal is to ensure that I am using at least one virtual field trip experience in each unit that I teach. I will research the resources available on the Internet and network with other English and History teachers in order to build a toolbox of resources that allow students to have this firsthand experience.

            The use of technology has not been a focus for my instructional planning or goals in the past; I now have a repertoire of technology tools that I have used and implemented in order to ensure my comfort with and understanding of their use. With this repertoire, I intend to increase my use of technology in meaningful way in my daily instruction. Additionally, I expect to promote the use of technology in my school and district-wide department through teacher-to-teacher trainings, workshops, and presentations. I will start with my co-teachers and the other teachers in my content and department by sharing the lessons and materials that we develop for our own classrooms.


References

Laureate Education, Inc. (Producer). (2011c). Program five: Cognitive learning theory [Video webcast]. Bridging learning theory, instruction and technology. Retrieved from http://laureate.ecollege.com/ec/crs/default.learn?CourseID=5700267&CPURL=laureate.ecollege.com&Survey=1&47=2594577&ClientNodeID=984650&coursenav=0&bhcp=1

Laureate Education, Inc. (Producer). (2011a). Program one: Understanding the brain [Video webcast]. Bridging learning theory, instruction and technology. Retrieved from http://laureate.ecollege.com/ec/crs/default.learn?CourseID=5700267&CPURL=laureate.ecollege.com&Survey=1&47=2594577&ClientNodeID=984650&coursenav=0&bhcp=1

Laureate Education, Inc. (Producer). (2011d). Program six: Spotlight on technology: Virtual field trips [Video webcast]. Bridging learning theory, instruction and technology. Retrieved from http://laureate.ecollege.com/ec/crs/default.learn?CourseID=5700267&CPURL=laureate.ecollege.com&Survey=1&47=2594577&ClientNodeID=984650&coursenav=0&bhcp=1

Laureate Education, Inc. (Producer). (2011b). Program three: Instructional theory vs. learning theory [Video webcast]. Bridging learning theory, instruction and technology. Retrieved from http://laureate.ecollege.com/ec/crs/default.learn?CourseID=5700267&CPURL=laureate.ecollege.com&Survey=1&47=2594577&ClientNodeID=984650&coursenav=0&bhcp=1

Lever-Duffy, J., & McDonald, J. (2008). Theoretical foundations (Laureate Education, Inc.,

custom ed.). Boston, MA: Pearson Education, Inc.

Pitler, H., Hubbell, E., Kuhn, M., & Malenoski, K. (2007). Using technology with classroom

instruction that works. Alexandria, VA: ASCD

Thursday, October 4, 2012

Cooperative Learning

Cooperative Learning can be enhanced by the use of technology tools in order to collaborate with other people outside of the school community, create multimedia artifacts, and use social networking to connect and share ideas.

Collaboration Tools
The use of online tools such as wikis, blogs, and voicethreads allow students to collaborate to complete task, give feedback to peers, and receive feedback (Pitler, Hubbell, Kuhn, & Malenoski, 2007). This interaction can increase student learning by providing new contexts and schema for processing and storing the information. These elements make it a prime example of social constructionism as students are actively engaged in creating an artifact while participating in conversation about the process and product (Laureate Education, Inc, 2011). Classroom websites and Edmodo are other online tools that can provide this same experience.

Multimedia
There are many websites and software applications that allow students to create multimedia presentations about what they are learning. Some excellent examples include Voice Thread, Photo Story, Power Point, and Animoto. These tools allow students to incorporate visual, audio, and interactive elements to incraese the impact on the audience. When students work cooperatively to create a multimedia artifact, they are again engaging in the creation and conversation about the learning process. By working cooperatively, not competitively, students also develop teamwork and delegation skills that are essential to the 21st century workplace (Partnership for 21st Century Skills, 2009).

Social Networking
The use of social networking has often been avoided by schools, although they offer an opportunity for communicating and connecting with students on their own turf. Through the use of safe, secure, and protected social networking websites, such as Edmodo, students can benefot from the same level of interaction they have on Facebook while working with content materials. This does not come without its own set of problems. Even one of the best classes I have worked with had a rogue student who posted inappropriate comments using a fake student. As teachers, we must also use all of the tools available to use to prevent the opportunity for this type of occurance. I learning my lesson and quickly secured the site so no other members could be added. This interaction has allowed students to gain new perspectives and enhance their understanding of content materials and multiple ways to solve a problem.

  Sources:

Laureate Education, Inc. (Producer). (2011). Program eight: Social learning theories [Video webcast]. Bridging learning theory, instruction and technology. Retrieved from http://laureate.ecollege.com/ec/crs/default.learn?CourseID=5700267&CPURL=laureate.ecollege.com&Survey=1&47=2594577&ClientNodeID=984650&coursenav=0&bhcp=1

Partnership for 21st Century Skills. (2009). P21 Framework Definitions. Retrieved 9/24/2012 from http://www.p21.org/storage/documents/P21_Framework_Definitions.pdf

Pitler, H., Hubbell, E., Kuhn, M., & Malenoski, K. (2007). Using technology with classroom instruction that works. Alexandria, VA: ASCD.

Voice Thread

Here is the link to my voice thread: https://voicethread.com/share/3485796/