Sunday, February 24, 2013

Reflection: Final Blog Post


The process of setting a goal, making a plan, monitoring progress, and evaluating the results seems to be a natural process of setting and accomplishing both short-term and long-term goals. The GAME plan maps out these steps and makes it clear and easy to follow. I could definitely see myself using the GAME plan not only in teaching but in my everyday life, as well. I have even implementing this in helping students set goals to monitor their progress throughout the third marking period. For those who are following their GAME plan, it is working just fine, whether it is maintaining their grade or raising their final average by at least one grade (Example: B- to B).
Based on my own GAME plan created at the beginning of the course, I have not reached my ultimate goal, but I am proud of myself for monitoring my progress thus far. The knowledge I have gained about UDL, in additional to communicating and demonstrating content knowledge through the use of online tools has helped me take the steps to closely meet the objective set with the technology standards in mind. Differentiating instruction, while at the same time giving the students choices in how they process and display their learning positively affects my ability to integrate technology into the content area. This, in turn, makes it simple to understand the apparent purpose of integrating technology into instruction and learning. The most surprising change in my thinking is the fact that digital storytelling could be used across the content areas, including mathematics. At first glance, I was convinced, through lack of experience, that digital storytelling was only seen in Language Art and Literacy classes.
I do not think any revisions are necessary to make on my GAME plan, at this point. I continue to realize how important it is for educators to communicate what is learned through these technology courses to inform others modern changes that are taking place behind the scenes. The more teachers that are on the same page, the more constant the education experiences will be and the more students will be accustomed with the use of technology to promote creative and critical thinking.
Some adjustments I would make to my instructional practice regarding technology integration in math would be to better integrate the use of technology into my lessons to differentiate learning, give students more choices in how they demonstrate their learning and understanding of the content, and develop more project/problem based learning, digital storytelling, and social networking activities for students to think more critically and creatively. This will result in a deeper understanding of the material and enhance the learning experiences of all students, equally.
Jacquelyn Caliente

Wednesday, January 30, 2013

Monitoring Your GAME Plan Progress


            This past week, during a meeting with the Professional Learning Community, and I was able to discuss the GAME plan, created to strengthen confidence and understanding in the NETS-T standards. Some of colleagues vented about how integrating technology into instruction is frustrating and time consuming. It is easy to admit at times, the frustration and discouragement faced occasionally. However the second there is an increase in participation and enthusiasm amongst the students and therefore, the effectiveness of the lesson, I instantaneously change my mind. Instead, I find myself boasting about the successful lesson of the day.
            As I continue to monitor my progress through the GAME plan, I began to take into consideration the advice of my course instructor, Suzanne Lebeau, PhD., as well as authors: John Ross, PhD., Katherine Cennamo, and Peggy Ertmer’s from the course text, Technology Integration for Meaningful Classroom Use: A Standards-Based Approach (2009). It was brought to my attention, by Dr. Lebeau, “Sometime the tools available to us, as educators, must be repurposed and used in different ways than they were originally intended” (personal communication, January, 2013). With this, I realized I had to modify my action plan.  I revisited my GAME plan and notice I was giving the students too much freedom and too many choices with the use of technology. For example, I proposed that I would have students create KWL charts, listen to audio, create presentations, record themselves on a podcast, contribute to a blog, etc. Though these are fun and exciting ways to get students engaged and to show off their creativity side, I had to be realistic. In turn, a new question arose: Can I have this much going on in my classroom and still provide an effective lesson for my students?
            In order to address this concern, guidelines need to be set and choices need to be more controlled on my part. I had mentioned in my previous discussion and blog that my students would complete a Tic-Tac-Toe board with various activities to choose from. This board would be more useful if I set each column to read, “Practice”, “Assessment”, and “Reflection”.  The students will be instructed to complete one row of activities. The students are still provided with a choice, so the only difference is that I would tell them how to get Tic-Tac-Toe. Another benefit to this modification is being able to challenge the students in certain areas of the activities completed. One row may have a more challenging reflection, but simpler Practice exercise and mid-leveled assessment. These levels of difficulties could be evenly distributive so it is a fair game.
            The category “Assessment” was included in the board game of activities, in order to monitor student progress and the progress of the lesson. In this week’s learning resources, it was mentioned “assessments, overall, provide students and teachers with feedback for learning and effectiveness of the lesson” (Cennamo, Ross, Ertmer, 2009). Providing students will a choice, increases student engagement and confidence (Laureate Education, Inc., 2011). Integrating Technology into this game board activity helps students to mastery skills, be creative, monitor success in learning, as well as display and communicate their understanding on the content. In addition, it assists teachers in gathering data, monitoring the progress of her students and the lesson, evaluating student performance and understanding, analyzing and organizing data, and communicating her findings (Laureate Education, Inc., 2011). As stated before, I have not run into a problem finding information or any of the resources needed to continue to carry out my GAME plan. I am still, however, waiting for my Polyvision board to be fixed. In the meantime, I have been requesting the portable SMARTboard to use, instead.

Jacquelyn Caliente

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

Laureate Education, Inc. (Executive Producer). (2011b) Assessing Student Learning With
            Technology [Video webcast]. Retrieved from

Tuesday, January 22, 2013

Carrying Out Your GAME Plan


This week’s resources introduces the way the Universal Design for Learning (UDL) provides classrooms with a flexible way to integrate technology into teacher instruction, student learning, and communicating what is learned (Wahl & Duffield, 2005). In my GAME plan previously discussed, I mentioned in my goals, I would create a more technology-enriched learning environment, as well as utilize digital tools and resources to reflect the improvement of confidence in addressing the various needs of students. In addition, I would like to integrate various types of technology tools into one aspect of my daily lessons, in order to enhance my lesson and reach different learners. It is evident these goals directly reflect the UDL strategy.
Of course, I will need certain resources and information to carry out this plan. The technology teachers in my school were able to inform me about the various technology tools available for the students and I to use. They also brought light to some technology software that would be helpful to integrate into math vocabulary, such as Kidspiration 2 and Wordle. Kidspiration 2 was mentioned in the article “Using Flexible Technology to Meet the Needs of Diverse Learners: What Teachers Can Do” (Wahl & Duffield, 2005, pp. 6-7) as “a tool to gather knowledge on a topic” and “allows you to build charts, tables, and graphs”. On our iPads, there are an abundance of Apps I could utilize for one-on-one instruction, small group instruction, or whole class instruction if I display my screen through a projector on to my Polyvision board (which I needed to put a work order in for, already). The tools mentioned here give students an opportunity to display their learning in different ways and provides them with choices in how they communicate their understanding of the material (Laureate Education, Inc., 2011). Another tool I will need is a digital journal/diary to organize my thoughts, experiences, and any feedback I gain from colleagues or students.
This master’s course provides me with a different type of tool for my plan to be successful, learning resources. I will continue to add to my knowledge about GAME planning, integrating technology into lessons in order to reach various types of learners and enrich my lessons, monitoring students progress, as well as my own, and evaluating my progress during and after my GAME plan is complete. These tools are also build my confidence and skills in the standards set by NETS-T.
This week, I have already begun to implement some tools, and I have taken steps towards strengthening my confidence and proficiency in these standards set by the NETS-T (NETS-T, 2008). After speaking with the technology teachers I discovered a class set of headphones, which could be utilized to listen to tutorials/podcasts on certain lessons in mathematics and other auditory usages. Moreover, I was able to sign my students into a functional computer lab for the students to practice their current math skills on two different interactive websites: www.IXL.com and www.studyisland.com.  My students and I will be use an online record book, provided by each website, to monitor individual progress and ensure their learning. This will also add to my own monitoring tools, so that I can work towards my own goals set. These actions are further recorded in my daily lesson plans.
Some steps I wish to take in the next week is to check up on a work order placed to fix the Polyvision board located my classroom. As soon as this advanced technology tool is up and running, my lessons will be more engaging and differentiated to meet the needs of all learners (CAST, 2012). Additional information I need in order for my GAME plan to be successful include a list of workshops, which would entail the use of technology tools to enhance lesson and differentiate instruction.
John Ross, PhD. (Laureate Education, Inc., 2011) suggests that UDL offers the idea that you can differentiate different technology resources to reach the different needs and skills of learners in the classroom. It is evident that the Universal Design for Learning is being implemented in the GAME plan.
Jacquelyn Caliente

References
CAST (2012). Learn about universal design for learning (UDL). In CAST UDL Lesson
            Builder. Retrieved from http://lessonbuilder.cast.org/learn.php

Laureate Education, Inc. (Executive Producer). (2011) Meeting students’ needs with
            technology, part 1. [Video webcast]. Retrieved from
            https://class.waldenu.edu/webapps/portal/frameset

NETS•T (2012). Retrieved from: http//www.iste.org/docs/pdfs/nets-t

Wahl, L., & Duffield, J. (2005). Using flexible technology to meet the needs of diverse
            learners: What teachers can do. Retrieved from the WestEd website:

Wednesday, January 16, 2013

Developing Your Personal GAME Plan


Introduction
         In the video, “Enriching Content Area Learning Experiences with Technology, Part 1” (Laureate Education, Inc., 2011), Peggy Ertmer, PhD mentioned the four “variables” for integrating technology effectively in the classroom. These four requirements are knowledge, confidence, beliefs, and support culture. Even though technology is always transforming and advancing, I can understand how one could stay confident and knowledgeable in utilizing these tools in the classroom. If one keeps themselves up-to-date with new technologies or improvements with already existing technology, they will be less overwhelmed and more confident. This process needs to begin somewhere.
         As I returned to The National Educational Technology Standards for Teachers (NETS-T), I was able to reflect on certain standards to strengthen my confidence and skill on. Developing a GAME plan can assist in strengthening my confidence and skills in those standards.
The two standards I have chosen to work towards achieving are:
4b  Address the diverse needs of all learners by using learner-centered strategies
      providing equitable access to appropriate digital tools and resources (NETS-T,
      2008).

2b  Develop technology-enriched learning environments that enable all students to
      pursue their individual curiosities and become active participants in setting their
      own educational goals, managing their own learning, and assessing their own
      progress (NETS-T, 2008).

Goals
         Implementing a GAME plan entails setting a goal, taking action, monitoring ones progress, and evaluating the outcome (Cennamo, Ross, & Ertmer, 2009). With this, I have set into place, two goals to accomplish as I improve my confidence and proficiency in addressing the various needs of students through the use of “digital tools and resources” and developing “technology-enriched learning environments” (NETS-T, 2008). The main goal I will work towards is to improve a lesson taught last year and enhance it by integrating at least technology into one aspect of that lesson. The second goal is to pass the knowledge I gain onto the students to build their confidence, in order to ensure for a richer and more confortable learning environment.
Action
         The first action I must take is to attend teacher seminars or workshops on topics related to differentiating instruction by integrating the use of technology. To be more proactive, instead of waiting for a flyer to circulate, I will do some research on my own through our district website, http://www.oldbridgeadmin.org to view the different workshops offered through our professional development committee. In order to develop technology-enhanced environments inside and outside of the classroom, I must first discover the variety of technology tool available to me in my school. The school’s technology “guys”, Harry Brennan and Thomas Towne, will be the perfect resources to expose me to the different technologies present, in my school and district. Most importantly, I will collaborate ideas and experiences with colleagues, parents, and students.
Monitor
              To monitor my progress throughout the GAME plan, I will begin to keep an online journal or blog to record new knowledge, experiences, or progress made as I work towards my goals. My lesson plans will be a clear record of my progress, as well. The professional learning communities online (PD360.com) will allow me to gain feedback from others to gain an outsider’s view on progress being made. Monitoring my progress will keep me on target to my goal without diverging. Also, if I find something is not working, I will be able to notice right away if my monitoring is more consistent. Furthermore, student feedback, completed assignments, and tests scores will assist me in monitoring the effectiveness of the goals set and actions implemented.

Evaluate

                          A fair evaluation of my overall accomplishments will be through my lesson plans. I will be able to assess my confidence and proficiency in the two objectives listed above from the NETS-T standards depending on how often technology is utilized throughout the lessons. Unbiased feedback from professionals outside my classroom will also make for an effective evaluation on the outcome. Lastly, the student feedback will provide proof whether my goal was accomplished or if it needs to be reevaluated. This new confidence will lead to extended learning.

                                                                                                             Jackie Caliente


References

Cennamo, K., Ross, J. & Ertmer, P. (2009). Technology integration for meaningful
            classroom use: A standards-based approach. Belmont,CA: Wadsworth, Cengage
            Learning.

Laureate Education, Inc. (Executive Producer). (2011a) Enriching content area learning
            experiences with technology, part 1. [Video webcast]. Retrieved
            from https://class.waldenu.edu/webapps/portal/frameset

NETS•T (2012). Retrieved from: http//www.iste.org/docs/pdfs/nets-t