Before this course began, I was already quite adept at using technology for teaching, instruction, and assessment. However, by developing a GAME plan based on implementing technology to solve real word issues and encourage collaboration among students, teachers, and community members, it forced me to strategically design lessons that focused on these two important goals. One major take away from developing a GAME plan was the realization that it is not really difficult to take existing lesson plans, and adapt them to address 21st century skills and expectations. I was amazed at how seamless it was to switch out old activities such as reading articles and completing reports, to having students research their own articles and images, and create a digital story. I have shared these lessons with my colleagues, and have encouraged them to use them in order to improve engagement and achievement in our subject area.
One revision I would make to my GAME plan is to try to use technology as much as possible with daily instruction, and not on a daily basis. One of the provisions of implementing SMART goals like the GAME plan is that the goal must be attainable. With the amount of testing and surveys, and other school events that take place in my school, the schedules are often out of whack. This causes me to lose days in which I can implement technology. This upcoming week is a prime example. Due to final exams and ceremonies, I will only see each of my class periods three times this week instead of five. Those two days that my students will not enter my classrooms could have been opportunities for me to implement technology for authentic learning.
As far as my students are concerned, I can have my students develop a GAME plan the same way that I did for this class. A GAME plan can help my students come up with an end goal in which they can work towards. Students using a GAME plan can see how great it is to develop goals and work in increments to meet those goals. My students can also give themselves, teachers, and other students positive feedback about meeting their goals. Cennamo, Ross, and Ertmer (2010) state “the GAME plan requires you to think about and take steps to direct your learning process” (pg. 3). If students can develop their own GAME plan, then they will be able to develop higher order thinking skills. Being able to develop their own GAME plan means they can use goals to guide their learning.
My hope is that I can find even more lessons in which I can adapt to include problem-based learning, social networking, online collaboration, and digital storytelling. My colleagues and I have already begun to look at lesson in our Southeast Asia unit specifically for this purpose. I believe it will take the subject matter, which most of the students already enjoy, and make it more engaging, relevant, and meaningful.
Cennamo, K., Ross, J., & Ertmer, P. (2009). Technology integration for meaningful
classroom use: A standards-based approach. Belmont, CA: Wadsworth, Cengage