Creating a GAME plan helped me facilitate meaningful experiences for my students (Cennamo, Ross, & Ertmer, 2009). Student centered activities keep them engaged and allow for individuals to share their learning in a variety of formats. To me the GAME plan compares with many other lesson plan templates I have used in the past, the main difference of course being the emphasis on technology integration. That being said, my students responded better to this type of lesson because it captured their interests. Lessons that incorporate technology use up so much class time which quite frankly is not available when working under the pacing constraints my district requires. In order to allow my students the use of technology as a means for learning, I need to consider how I can address more standards in each lesson. I also need to consider pairing students up to complete projects that incorporate technology. With the lack of resources and time, pairing up my students would be more beneficial. Partner work would also allow better use of my time to be available for all of my students rather than assisting mainly those really struggling.
This course has brought out so many wonderful ideas for students to be excited about learning. What stood out to me the most was the important role an audience plays. When students are not just writing or presenting information to me they become much more involved and passionate about their learning. Therefore, my students are now using their Gaggle accounts to present their point of view about a weekly topic I present to the whole class. My students are required to share their own feelings on the topic and then comment on two of their classmates. Throughout this whole program I have seen the power in collaborating with others about my learning and the impact it had on me as a learner.
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.