By following my GAME Plan, I have learned that the students and I can learn how to use new technology. The only constraint is time. There simply is not enough time in the school day to thoroughly explore the features of a program such as a video editing software. I chose to use Movie Maker because there are fewer features to distract the students. It is also advantageous because the students will learn much about the program simply because there are less features. The students can master the program easily in a short amount of time.
The immediate change I would like to make is to start peppering in small usages of technology into the lesson. For example, I could present the students with a question they must respond to via e-mail. The student would have a week to respond to the question. This way, the students will get used to using technology as a tool for education. The students must start to realize that technology's first and foremost function is a tool to make everyday living just a little bit easier and to perform tasks quickly. By integrating this idea into the curriculum early, a foundation can be built that will reinforce this concept.
Shawn
Monday, April 18, 2011
Monday, April 11, 2011
Week 7
After reviewing both the NET-S standards and the NET-T standards there is actually a very simple answer for how to develop student proficiency with technology: come up with a simple activity that relates to what you are doing, incorporate a certain element of technology, outline your requirements and standards, and have the student work through the problem. I know this sounds simple because it is. We have spent the past few weeks developing a GAME Plan to do just this. The GAME Plan basically spells out everything a teacher goes through when creating a lesson or unit plan, whether it involves technology or not. We all go back and evaluate our lessons plans to see what worked and what did not. The only major difference is that the GAME Plan pushes the teacher to incorporate technology, so incorporate technology we will.
As I have stated in a prior blog posting, the best way to learn is through trial and error. So, sitting the student down in front of the computer and showing them how to start the program is a great way to start. After that, we must encourage the students to explore the program and its features. Once the student realizes what can be done, they will feel more comfortable with the program and experiment with it. When I initiate my video editing project outlined in my GAME Plan for next year I know I will have to help get the students started, but once they understand the basics they will be fine.
As both the NET-S and NET-T standards dovetail nicely into one another developing the student's proficiency with technology and the teacher's proficiency will work in tangent. We will learn from our own use of technology as the students will learn from their own use.
Shawn
As I have stated in a prior blog posting, the best way to learn is through trial and error. So, sitting the student down in front of the computer and showing them how to start the program is a great way to start. After that, we must encourage the students to explore the program and its features. Once the student realizes what can be done, they will feel more comfortable with the program and experiment with it. When I initiate my video editing project outlined in my GAME Plan for next year I know I will have to help get the students started, but once they understand the basics they will be fine.
As both the NET-S and NET-T standards dovetail nicely into one another developing the student's proficiency with technology and the teacher's proficiency will work in tangent. We will learn from our own use of technology as the students will learn from their own use.
Shawn
Sunday, April 3, 2011
Week 6: Revising Your GAME Plan
What have you learned so far that you can apply in your instructional practice? What goals are you still working toward?
I have learned that technology is a wonderful means to provide a way for students to express themselves as individuals. I have also learned that monitoring the students and creating a set time limit will help keep the students on point as there are many wonderful applications and enhancement technology can offer that can be distracting. My primary goal is to incorporate more technological use in the classroom. My GAME plan has given me some wonderful ideas to work with and I would like to incorporate those ideas by next school year. In regards to my GAME plan, I will need to create an evaluative method for the video editing projects the students create. The top criteria I can think of off the top of my head is how well the information is presented.
Based on the NETS-T, what new learning goals will you set for yourself?
I would like to focus on learning how to modeling the digital-age workplace for the students. Most of the students see technology as a toy and need to learn that it is a tool that is used in the workplace. I would like to model how technology is used responsibly and certain expectations of its use in the workplace. I think the best way to learn how to model is to model by example. If the students see the teacher using the technology in a responsible manner, they will mostly follow suit.
What learning approaches will you try next time to improve your learning?
I find that trial-and-error is often the best approach to learning technology (and just about anything). As teachers, we often tell our students it is alright to make mistakes because we learn from them. The same can be said for technology. I have learned much from past mistakes for videos I have edited. My editing skills have greatly improved simply from trying out some techniques. I can try certain lessons with technology and see how well they work out. Mistakes will be made and those mistakes will help me improve for next time. This, in my opinion, is the best approach.
Shawn
I have learned that technology is a wonderful means to provide a way for students to express themselves as individuals. I have also learned that monitoring the students and creating a set time limit will help keep the students on point as there are many wonderful applications and enhancement technology can offer that can be distracting. My primary goal is to incorporate more technological use in the classroom. My GAME plan has given me some wonderful ideas to work with and I would like to incorporate those ideas by next school year. In regards to my GAME plan, I will need to create an evaluative method for the video editing projects the students create. The top criteria I can think of off the top of my head is how well the information is presented.
Based on the NETS-T, what new learning goals will you set for yourself?
I would like to focus on learning how to modeling the digital-age workplace for the students. Most of the students see technology as a toy and need to learn that it is a tool that is used in the workplace. I would like to model how technology is used responsibly and certain expectations of its use in the workplace. I think the best way to learn how to model is to model by example. If the students see the teacher using the technology in a responsible manner, they will mostly follow suit.
What learning approaches will you try next time to improve your learning?
I find that trial-and-error is often the best approach to learning technology (and just about anything). As teachers, we often tell our students it is alright to make mistakes because we learn from them. The same can be said for technology. I have learned much from past mistakes for videos I have edited. My editing skills have greatly improved simply from trying out some techniques. I can try certain lessons with technology and see how well they work out. Mistakes will be made and those mistakes will help me improve for next time. This, in my opinion, is the best approach.
Shawn
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