Wednesday, November 18, 2009

Managing the GAME plan

For my GAME plan to work effectively, one particular resource will be required weekly: a computer lab or the mobile netbook cart. If I am to maintain a WEEKLY session of technology with my students, we will need weekly access. So far, that has not been a problem. Many teachers in my school are not completely comfortable with using the mobile lab, and the media specialist is letting me store the cart in my classroom office! Additional resources I will need: Webquests and other relevant content websites/information. The information I need will come from intentional researching for related content material and lesson planning for smooth presentation of the new technologies. I have been able to use the mobile cart yesterday and today for my students to carry out research for an essay we are writing for the State Superintendent regarding people’s influence on plants, animals, and the earth. I was able to bookmark about 8 cites that my students could find information about recycling, endangered animals, going “green”, etc. At this time, I did not take the time to teach website validity, but I mentioned that I made sure these were valid websites when beginning the lesson.

Since we had the netbooks logged-in (this has been the biggest hurdle – they take a long time to load all of the network information and programs), I decided to also show them photographs that I had saved for our science lesson. I wanted them to explore the pictures and decide how the items could be used to separate a mixture or a solution. One student opened Paint and started drawing on the pictures and it was saved onto the network. Other students became very distracted by this aversion, and I am glad we ran out of time. I spoke with the student after class, but there was little I could say because I felt I hadn’t foreseen that to be a problem so I did not address it when introducing the lesson. How do they always jump one or three steps ahead?!!? Any advice on how to handle “distraction” problems? And/or “pep talks” before technology lessons?

While reading through the Universal Design for Learning (UDL), I was inspired by Principle III: Guideline 7: Provide options for recruiting interest (Principle III, 2009). The screen capture below outlines checkpoint 7.2 and how it relates to the classroom. I particularly connected to “purposeful”, “active participation”, and “self-reflection” (Principle III, 2009).


I look forward to seeing my students interact with technology on a more regular basis, but I hope that I am up for the challenge of managing and promoting self-directed learning.

Jenelle

Principle III. Provide Multiple Means of Engagement | National Center On Universal Design for Learning. (2009). Home | National Center On Universal Design for Learning. Retrieved November 18, 2009, from http://www.udlcenter.org/aboutudl/udlguidelines/principle3

1 comment:

  1. Hello Jenelle,

    I envy the fact that you have access to the mobile lab at your school virtually anytime. I recently taught a lesson in which I integrated technology into a reading lesson in my second grade classroom. In order to gain access to the mobile laptops I had to basically track down where they were each day I needed to use them. Some days they were not accessible, which was very frustrating because it set us back that much father in the lesson. Needless to say having the proper technology-based resources is necessary to carry out any type of game plan involving technology. It looks like you are well on your way to carrying out a wonderfully mapped out GAME plan.

    Alicia

    ReplyDelete