This week marks the completion of the course I am taking at Walden University: Integrating Technology Across the Content Areas. It is time to reflect on this course and talk about where the rubber meets the road, its impact on my instructional practices.
I would say one of the biggest takeaways for me was the “Game Plan” technique as presented in our course text; Technology Integration for Meaningful Classroom Use: A Standards-Based Approach, by Cennamo, Ertmer, and Ross (2009) when integrating technology into the classroom. This technique breaks down the process of integrating technology into instruction into four steps using the GAME plan method:
Goals-Create goals, for a plan & take action to achieve the goals.
Assessing-Assess student’s growth
Monitor-Monitor their results
Evaluation-Evaluate progress, reflect and adjust
The GAME plan method is a definite takeaway from this course. When teachers are planning to integrate technology, Cennamo, Ross, & Ertmer (2009) pointed out how the GAME plan causes teachers to become self-directed learners and this is one of the reasons why I like working with the GAME plan method. I have been using the GAME since it was introduced, I have shared it with my colleagues and I will continue to use it with my lesson planning and instructional design.
Another thing I learned in this course was that digital storytelling is a powerful tool that I have not been utilizing. Arnie Abrams (Laureate Education, 2009c) talked about how having students create digital stories helps to improve their reading skills. I have already changed some lessons and added a digital story telling component into the learning process. As I move forward, I would like to continue to identify technology tools that can be used for digital storytelling and utilize them.