When reviewing my GAME plan, I think
about new ideas and resources, modifications to action plan, new learning, and
questions that I have. For my first goal
of using digital devices and resources to promote creativity and learning, I
have been maintaining charged devices in literacy and math centers for students
to use various applications in order to learn and showcase learning (ISTE, 2008). The resource I used
was already available to me. However, I
am always looking for creative applications that offer higher order thinking
and creativity. I learned that there are
more engaging applications than PicCollage.
For example, the students can use Toontastic puppet show application. I have modified my action plan to include Toontastic
on the devices and promote the use of Toontastic for digital storytelling
because the students have more flexibility to show their creativity with voice,
movement, and expression. These features
were not available on PicCollage.
Regarding
my goal to communicate more effectively with students, parents, and peers with
digital media, I have gained some new information (ISTE, 2008). I have spoken with several parents to
determine the frequency in which they are able to visit the blog. More parents than I expected were unable to
view the blog due to no internet access or unfamiliarity with accessing
blogs. My idea as a result of this is to
modify my action plan to include available times for parents to come to school
to get a tutorial on how to access the blog.
Another idea is to allow parents to use a school device to access the
blog via quick response code at certain times of the day. I feel that this would allow for more parent
involvement. Also, posting a quick
response code would allow students, siblings, parents, and other teachers to
access the blog with one scan of the reader.
I have learned that providing multiple ways to access information is the
key to parent involvement and communication.
I would like to ask my colleagues for input as simple, digital ways to
communicate with families.
My
third goal is to encourage creativity, innovation, and inventiveness (ISTE,
2008). I have allowed the students to
express themselves creatively using videocameras. However, this activity that I tried was not
using technology in a creative way. It
was more about being creative and videorecording the experience. Even though my goal was not based in using
technology, I would like to modify my goal to include technology in the
learning experiences. However, I am
having a difficult time finding technological resources that my students are
capable of using. I thought about
finding a flip book resource that is user friendly or another application designed
for students in prekindergarten or kindergarten. Can anybody provide resource ideas that will
help promote creativity, innovation, and inventiveness with young students?
References
International Society for Technology
in Education. (2008). National education standards for teachers (NETS-T).
Retrieved from http://www.iste.org/standards/nets-for-teachers
Ashley Davis