My GAME Plan – Strengthening Confidence in NETS-T
For this assignment I was required to develop a GAME plan on two indicators from the National Education Standards for Teacher (NETS-T) that I did not feel as confident or proficient in at this time. Cennamo, Ross, and Ertmer (2009) developed the GAME plan as a tool to use to help guide self-directed learning activities. Simply stated, each of the letters that make up the word GAME notes a step in the process, from setting GOALS to taking ACTIONS to meet those goals, MONITORING progress toward achieving the goals, and finally EVALUATING whether the goals where achieved and EXTENDING the learning to new situations (Cennamo, Ross, and Ertmer, 2009, p. 3).
After reviewing the NETS•T, the indicators that I do not feel as proficient as I would like to be in are as follows:
1. Facilitate and Inspire Student Learning and Creativity
Teachers use their knowledge of subject matter, teaching and learning, and technology to facilitate experiences that advance student learning, creativity, and innovation in both face-to-face and virtual environments. Teachers:
b. engage students in exploring real-world issues and solving authentic problems using digital tools and resources
3. Model Digital-Age Work and Learning
Teachers exhibit knowledge, skills, and work processes representative of an innovative professional in a global and digital society. Teachers:
b. collaborate with students, peers, parents, and community members using digital tools and resources to support student success and innovation
To address the first indicator, my GAME plan will require me to actively self-reflect on what my specific roles and responsibilities are within the classroom setting. The Southwest Educational Development Laboratory (1999) affirmed “changing to a learner-centered classroom does not demand the abdication of the teacher's classroom authority. While responsibility for learning is shifted to the student (something most teachers welcome), the teacher is still the leader, organizer, arbiter, planner, and classroom manager”. Likewise, instead of seeing the teaching/learning process as a linear movement through an established curriculum deemed through book companies, I need to continue to “develop the attitudes and dispositions necessary for creative thinking” (Cennamo, Ross, and Ertmer, 2009, p. 25).
My GOAL to “engage students in exploring real-world issues and solving authentic problems using digital tools and resources” is to learn and purposefully implement four authentic learning experiences within the 2011-2012 school year (International Society for Technology in Education, 2008, .p 1).
The ACTIONS I need to take is two-fold. First, I need to learn more about the different authentic instructional practices through the classes I am attending at Walden University and conduct independent research via the web. I will need to look at the 5th grade curriculum and locate those skills that lend themselves for such practices.
The second action I need to take is developing students’ self-directed learning (SOL) skills. Cennamo, Ross, and Ertmer (2009, p.30) noted that one effective way students can take full responsibility of their learning is through scaffolding. The process of scaffolding will be a learning experience not only for the students but for me as well. A positive aspect of providing scaffolding is the technology pieces that are designed to help scaffold student learning. Cennamo, Ross, and Ertmer (2009, p. 31) noted that these tools allow students “to highlight or organize material, to schedule tasks and receive reminders, as well as tools designed specifically to support various levels of student proficiency”.
MONITORING will have to be two-fold as well. First, I will keep a portfolio concerning the different authentic instructional practices that I learned through the classes at Walden University and the research I conducted using the web. This portfolio will be divided into sections according to the types of methods. Since I have 8 weeks until I am back into the swing of educating students, I can chose one method per week to research. The second monitoring aspect of my GAME plan is ensuring students are learning skills and moving up the hierarchal ladder to master the indicator at grade level. This can be accomplished through formative and summative assessments.
To EVALUATE and EXTEND my learning I will use a self-reflective approach at the end of each week. This will entail me writing my thoughts in the portfolio that specifically addresses what I have learned and what additional learning needs to take place. Likewise, I will use the reflective approach after I have implemented an authentic learning experience. This will include my own self-reflection as well as students reflections on their learning and the support they will need in future endeavors.
The second indicator’s GAME plan is as follows:
My GOAL to “collaborate with students, peers, parents, and community members using digital tools and resources to support student success and innovation” will include establishing a technology piece to math club in which the participants are collaborating to support student success and innovation (International Society for Technology in Education,2008, .p 1). Students, peers, parents, and community members will be invited to attend and collaborate using digital tools and resources to support student success and innovation during math club.
The ACTIONS I need to take involves making connections with students, peers, parents, and community members. This communication will need to take on the form of face-to-face encounters, through school and personal email, letters via the post office, and telephone calls.
MONITORING will occur on a weekly basis. There will be a calculation on the number of participate and their roles in the school system and within math club. Likewise, monitoring will be in the form of analyzing the digital tools and resources and their effect on student success and innovation.
EVALUATING and EXTENDING the plan will be to first continue to make connections with students, peers, parents, and community members. Then, I will need to evaluate what collaboration supported or interfered with the students’ success and innovation. This will guide me as I make necessary changes to future math club meetings.
Creating the GAME plan is a means to implement NETS-S within the classroom setting. Through the use of the GAME plan I can grow professionally within my career as a teacher by setting goads, taking action, monitoring my progress, and then evaluating and extending the plan. The students, in turn, will reap the rewards.
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.