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RF image license:
www.featurepics.com/online/Football-Game-Strategy-1660216.aspxWith so much technolgoy to explore which could enhance my content, breaking it down in a GAME plan will make it more manageable.
A GAME Plan is a four step process: G = Set
Goals
A = Take
Action
M =
Monitor Progress
E =
Evaluate and Extend (
Cennamo, 2009)
The International Society for Technology Education has compiled a list of both Student and Teacher Standards. All of them are important, but for this GAME plan, I will concentrate on my students being able to do NETS - S
2.Communication and CollaborationStudents use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others.
Students:
a. interact, collaborate, and publish with peers, experts, or others employing a variety of digital environments and media.
d. contribute to project teams to produce original works or solve problems.
4.Critical Thinking, Problem Solving, and Decision MakingStudents use critical thinking skills to plan and conduct research, manage projects, solve problems, and make informed decisions using appropriate digital tools and resources.
Students:
c.collect and analyze data to identify solutions and/or make informed decisions.
So I need to set goals with NETS - T:
1. Facilitate and Inspire Student Learning and CreativityTeachers 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.
d.model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments.
2. Design and Develop Digital-Age Learning Experiences and AssessmentsTeachers design, develop, and evaluate authentic learning experiences and assessment incorporating contemporary tools and resources to maximize content learning in context and to develop the knowledge, skills, and attitudes identified in the NETS•S.
Teachers:
a.design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity.
c.customize and personalize learning activities to address students' diverse learning styles, working strategies, and abilities using digital tools and resources.
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Goal: To analyze how my students could best use spreadsheets as a mindtool. I want my students to be able to organize, manipulate, represent, reflect and build knowledge by seeing data in all forms as the
NCTM recommends in both individual and collaborative environments.
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To achieve this, I will brainstorm sites from colleagues and from online research and evaluate each viable tool.
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I will monitor my progress by completing a descriptive matrix of important qualities for each of the courses I teach.
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I will evaluate and extend my learning by designing lessons and asking students to
experiment with the tool to see if it meets their needs.
References:
Cennamo, K. R. (2009). Technology Integration for Meaningful Classroom Use: A Standards-Based Approach (Laureate Education, Inc., Custom ed.). Belmont, CA: Wadsworth: Cengage Learning.
International Society for Technology Education. (2010). Retrieved November 2, 2010, from Student NETS: http://www.iste.org/standards/nets-for-students.aspx
Laureate Education, Inc. (2009). Integrating Technology Across the Curriculum: Enriching Content Area with Technology, Parts 1 and 2.
National Council of Teachers of Mathematics (NCTM). (2010) Retrieved November 7, 2010, from http://www.nctm.org