Throughout this course, I learned
about developing a GAME plan. GAME stands for Goal, Action, Monitor, Evaluate (Cennamo,
Ross, & Ertmer, 2009). This model is
used to develop engaging lessons. Prior to this course, I have never heard of a
GAME plan, however, I typically do that when creating lessons. The part that often gets overlooked is the
evaluating the lesson. After teaching a
lesson, we are immediately thinking about the next. I need to ensure that I am
setting time aside to evaluate my lesson.
When I have time, I write myself notes about a particular lesson so I
remember what needs to be changed for the next year. This course has taught me to always remember
this step to improve my instruction. I
have also used a GAME plan to set goals using the ISTE NETs. I monitored my
progress and saw myself reach my goals.
This is an effective method for setting and reaching goals. Students can also use this method.
I have also learned about different technology
tools I can incorporate in my lessons. The purpose of my taking this master’s
program is to learn more tools and techniques. Three in particular that I have
learned and implement are problem-based learning, social networking/online
collaboration, and digital storytelling.
I have tried each of these in my classroom after designing lessons in
this course. My students’ favorite was digital storytelling. My students always enjoy when I show them
math videos on YouTube created by other students. They are always telling me
they want to create one. When students
create a video, I have found they are more eager to share it. I can now take
these videos and create a private YouTube channel. I can give my students the link so they can
share their videos with their family and friends. Kids today are so interested in YouTube and
watching videos online. They get excited
when they get to be the star of one of those videos. Overall, I believe I learned
valuable tools in this course that I can continue to use in my classroom.
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.