Saturday, February 27, 2010

Final Reflection

As this course, Integrating Technology Across the Content Areas, comes to a close, I am reflecting upon what I've gained from this course that I can apply to my content and that I can apply in the future.  One of the main strategies that I am going to take with me is developing a GAME plan, where I am always setting goals, performing actions towards those goals, monitoring and evaluating my plan as it progresses.  I really like this concept and will use it myself and with my students now and in the future.  This course really promoted the idea of self-directed learning for students and described ways that technology can be used to accomplish a more self-directed approach.  Using problem-based learning, social networking, and digital storytelling are a few ways that I learned to integrate technology into my content while promoting self-directed learning among students.

At the beginning of this course, we were to look at the NETS-T standards for teachers and chose at least two standards that we were not as proficient or confident at utilizing in the classroom.  I chose design and develop digital-age learning experiences and assessments and engage in professional growth and leadership.  As the weeks went on, I tried to incorporate the problem-based learning into my classroom and explored various digital-age learning experiences, such as social networking programs, digital storytelling, and online portfolio systems.  I feel that the GAME plan that I developed and followed throughout this course really made a difference in my engagement, motivation, and learning.  Having the goals and each week working towards them really challenged me.

As I discovered the NETS-S standards for students towards the end of this course, I am going to include these standards in my lessons to students.  I will try my best to integrate these standards into my current content lessons and integrate technology when I see fit.  I would like to use discussion boards and blogs more in my classroom as a form of educational social networking around specific content standards.  I like the point in this course where Dr. Peggy Ertmer describes integrating technology effectively requires "knowledge, confidence, beliefs, and a supportive culture" (Enhancing Content - Part 1 dvd).  This point is so true, for teachers to integrate technology effectively they must be competent in those areas.  Belief is a main part because many older teachers just don't believe that technology can enhance and support learning.

In conclusion,  I am going to continue developing and following a GAME plan and engaging in professional development and ongoing research into different technology resources that I can use in my classroom.  This summer, when I have more free time, I am going to research and explore more social networking sites, podcast sites, and ways to integrate technology into my Art lessons.  I fully believe that self-directed learning and authentic learning experiences help students learn content best and that integrating technology not only builds their knowledge and skills that they will need for the future, but enhances their learning of content.

This is an example of my high school Art 1 student's computer art using Microsoft Paint program.
This is an example of what can be done on Artsonia.com  
Upload student artwork to Artsonia.com and tee-shirts and other merchandise can be purchased with student artwork on it.  Artsonia.com gives 15% of profits to the school.

Wednesday, February 17, 2010

Using the GAME Plan Process with Students

By using a "GAME" plan, teachers are promoting self-directed learning through the process of planning, monitoring, and evaluating actions.  The "GAME" plans involves setting goals, performing actions, monitoring progress towards the goals, and evaluating whether or not the goals were accomplished.  I think that this is a good and very organized way of meeting objectives and content standards. 

I did not know until today that there were both technology standards for teachers and students.  After investigating the ISTE website, I was made aware of what the standards are for both teachers and students.  Although, I was kind of disappointed to see that the only standards posted for students were from the year 2007.  The student standards were similar to the teacher standards, such as developing digital citizenship, inspiring creativity and innovation, and communication/collaboration.

I think that I will introduce these technology standards to my high school Art 1 class.  I will have a discussion with them about how these standards can be integrated into our curriculum and get their input.  It would be good for them, at that point, to use the "GAME" plan process and develop some personal goals.  Then, throughout the remainder of the school year, it would be good to come back a few times and look at the technology standards again and monitor and evaluate actions taken towards the personal goals.

As far as my younger elementary art students go, I feel that I will take my knowledge of the student technology standards and try to integrate them into the curriculum as best as possible.  The short amount of time spent with students each week in art class would make it impossible to cover the Visual Art content and spend considerable time discussing the technology standards with them, especially at such a young age.  So, it is really my job to have a "GAME" plan for integrating the technology standards with them into content lessons.

I have learned a lot throughout this class and will continue to develop digital-age learning experiences and assessments and engage in professional development in the future.  The necessary component throughout this and to make successful connections is to take the time and effort to do so, because without time and effort new engaging lessons will not take place.  It takes time and effort to design lessons, integrate new technology resources, and learn new learning strategies.

Wednesday, February 10, 2010

Revising GAME Plan

The National Educational Technology Standards (NETS-T) and Performance Indicators for teachers are goals in which I hope to integrate into my classroom.  Of the five standards, I chose standard 2 (Design and develop digital-age learning experiences and assessments) and standard 5 (Engage in professional growth and leadership) as standards that I did not feel as confident or proficient as I would like to be.  During the past few weeks of this class, I've been working on improving my confidence and proficiency of these standards.

What have I learned so far that I can apply to my instructional practice?
I have learned that it is very important for me to design lessons that present students with self-directed, collaborative, authentic experiences where they are using digital tools and resources to learn content.  I have also learned that it is important to give students more choices to pursue their individual strengths and for them to set goals, manage their own learning, and assess their own progress towards the goals.

What goals are you still working toward?
I am still working on designing and developing more digital-age learning experiences and assessments.  As I am learning about new technology and resources available online, I am going to try to review these tools, practice using these tools, and try using them with my students. 

Based on the NETS-T, what new learning goals will you set for yourself?
I believe that all teachers should set their own personal goals for instruction that they are working towards on a continual basis.  In addition to my goals of designing and developing digital-age learning experiences and assessments and continuing to engage in professional growth and leadership, I am setting a new goal for myself of standard 3 (Model Digital-Age Work and Learning).  I want to "demonstrate fluency in technology systems and transfer current knowledge to new technologies and situations" and "model and facilitate effective use of current and emerging digital tools to locate, analyze, evaluate, and use information resources to support research and learning" (NETS-T Standards).  I want to be an example to my students and colleagues.  I want to use, model, and help others understand and use digital tools and resources for learning content.

If you are not ready to set new learning goals, how will you extend what you have learned so far?
I am ready to set a new learning goal, as stated in the above question.

What learning approaches will you try next time to improve your learning?
Recently I have discovered all of the free digital tools and resources that Google provides online.  I am going to set another goal of researching and learning about these tools and resources to see what may be integrated into my classroom to use with students.  So, my learning approach is to be flexible and to always be on the lookout for new digital tools and resources to add to my knowledge and to use in the classroom.


Wednesday, February 3, 2010

Evaluating Your GAME Plan Progress

My learning this week has been on problem-based learning.  Although I understand what problem-based learning is and what it encompasses, I am having trouble thinking of ways to integrate this learning strategy into my elementary art and high school Art 1 curriculum.  Problem-based learning involves students researching and analyzing various solutions to a real-world problem.  Here are a few of my thoughts regarding the implementation of PBL in my art classroom:
1. Culture and how it affects the arts
2. Is everything that people create considered art? What essentially is considered "art"?
3.  How does art that is put on public display affect the viewers?
4. Should religious art be put on display in public government buildings?

How effective were your actions in helping you meet your goals?
My actions were successful in helping me meet my goals.  By researching visual art learning experiences for my students that were more self-directed, I have discovered more ways to design and develop digital-age learning experiences and assessment.  By talking with colleagues, emailing other art teachers, and attending professional development opportunities presented, I am meeting my goal of engaging in professional growth and leadership.

What have you learned so far that you can apply in your instructional practice?
I have learned to involve my students in more self-directed, collaborative learning activities, where they have a choice for how they would like to present their information to the class.  Also, using technology to support student learning enhances their learning and is necessary in the 21st century in which we live.  So, I try my best to research ways I can use technology resources in the classroom to support content learning.

What do you still have to learn? What new questions have arisen?

I have to practice using the technologies that I have available to me in the classroom, so that I feel comfortable using and teaching with them.  I still have to learn to be patient and to take it one step at a time when using new technologies in the classroom.  Also, being flexible is important.  There really isn't any new questions that have arisen, other than how do I use problem-based learning with the content that I teach?

How will you adjust your plan to fit your current needs?
There is not much adjusting to my GAME plan that needs to be done.  I will continue researching and analyzing ways to design and develop digital-age learning experiences and assessments and engaging in professional growth and leadership.

I want to share a few statements that I read in our text, Technology Integration for Meaningful Classroom Use.  The statements include, "Creativity is the process of sensing problems or gaps in information, forming ideas or hypotheses, testing and modifying these hypotheses, and communicating the results" and "The use of technology in visual-arts classrooms inspires students to evaluate gaps in information, form ideas, and communicate the results" (p.337).  This sounds very scientific to me.   But, in thinking about the statements, I realize the truth of these two statements.  In the process of being creative, students must look at information and evaluate it, think about it, form their own ideas and thoughts, and display their thoughts and ideas through a presentation or their own artwork.  What do you think about the meaning of these statements?