I try to live my life
with the attitude that if at first you don’t succeed, you may need to try
something else! Though one might find
this statement to be harsh and pessimistic, I realize that “try try again…” is
not always the best solution. Think
about it. Some say that the definition
of “insanity” is doing something over and over with the hope of receiving a different
result. Though “giving up” should never
be an option, teachers should be equipped with enough knowledge, motivation, and
incentive to try again by using a better
strategy. While currently completing my fifth year of
teaching High School students, I realize that I could write a book about the
pros and cons of teaching. However, the
most important lesson learned from any book should be that teachers live by
helping students, grow by learning, and survive by reflecting on the good
moments. These good moments can only be enhanced if
teachers utilize resources available to helps enjoy learning. As I
continue to grow by learning, I realize that my expansion and transformation as
a teacher will not take place if I do not remain equipped with new technology and
trends associated with this generation.
By critiquing aspects of the NET-S’s
in levels of the GAME plan, I will become closer to growing as an educator.
One strategy I wish to incorporate in the classroom is to
“inspire student learning and creativity” (ISTE, 2008). After encouraging students to be creative I
also wish to “model digital-age work and learning”(ISTE, 2008). These goals exemplify my teaching strategies
and techniques precisely. Before administering these strategies, teachers
should implement each step of the GAME plan to be successful (Cennamo et al.,
2009). While observing various high
school students, I realize that there is a sense of enjoyment and thrill once there
is freedom for creativity. Not only does
creativity enhance the curriculum, but students are able to stay motivated and betrothed
when they can develop unique and creative ways of expression (Laureate,
2012b). This year, a goal is to incorporate more real-life
experiences in the classroom by incorporating technology to enhance creativity. Before students reach these goals, I would
like to attend workshops, communicate with colleagues, and develop PLC’s with
the purpose of using the best enhancement to enhance these ideas. This form of collaboration also reiterates
the goal of modeling digital-age work and learning.
In order for this process to be successful, I will need
to demonstrate the best action of carrying
out my plans, while monitoring my
process at the same time. Not only should
creativity be encouraged in the classroom, but students should be given various
opportunities to think independently (Laureate, 2012). Because students are typically required to learn
about business protocol in the Business Foundations course, an action would be for
students to create business logos, letterheads, company names, and products
during the business ownership unit of the Business Foundations class. By attending workshops and collaborating with
peers, students could use software such as Microsoft Publisher and Photoshop to
enhance their designs. Students could
also present their findings using presentation tools such as Microsoft
PowerPoint or Prezi. These skills could
also be enhanced by staying abreast with the most effective digital tools and
presentation skills. By taking this, an
action would be to model and facilitate effective use of current and emerging
digital tools (ISTE, 2008).
As I administer these processes, a goal is to provide summative
and formative assessments throughout student learning experiences. One of the best examples of formative
assessments could be for students to compare their business logos with those of
professional businesses in the community.
Guest speakers could come and speak with the students about “rules of
advertisements” while sharing examples of their work. I could discuss with students how their work
is adding up, and this would also be a great way for me to monitor if I am utilizing the equipment effectively. Hopefully this collaboration would also help
to gain an excellent perspective on how to make changes in the future.
After reaching these goals, the best way to evaluate whether these attempts were
successful would be to observe the students’ work and feedback (Cennamo et al.,
2009). Teachers can gain excellent
insight by reflecting over challenges and setbacks so that improvement can be possible. With these setbacks, comes growth. I also wish to compare students' grades after
utilizing more creative opportunities with their grades before projects like
these were instituted. This comparison
will give insight as to what needs to be changed in the future. With all of these steps instilled, I hope to
prove that teachers may benefit more by “trying something else.”
References
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.
ISTE (2008). NETs-T. Retrieved from http://www.iste.org/standards/nets-for-teachers
Laureate Education, Inc. (Executive Producer). (2009b). Promoting Self-Directed Learning with Technology [Webcast]. Integrating technology across the content areas. Baltimore, MD: Author.
Laureate Education, Inc. (Executive Producer). (2009b). Promoting Self-Directed Learning with Technology [Webcast]. Integrating technology across the content areas. Baltimore, MD: Author.
Ranielle,
ReplyDeleteYour point about students being more motivated when they can use unique and creative ways of expressing themselves is very valid. When my student are presented with a project or assignment, they are much more inclined to become invested in the project if they are given opportunities for choice and creative freedom. Incorporating technology is one way to allow students to complete projects with choice and allow them to use their own interests to enhance the learning process (Cennamo, Ross, & Ertmer, 2009). Our students today are extremely connected to the world as a result of the technology available to them. The practice of making them turn off those connections as they walk into school has lead to a generation of students who are bored by school (Prensky, 2008). Instead of asking them to turn off those devices, we need to use them to our advantage to encourage student creativity and curiosity. When given the opportunity to take an active role in their learning, a good majority of our students will amaze us with what they can do.
Nicole
References
Cennamo, K., Ross, J., & Ertmer, P. (2009). Technology integration for meaningful classroom use. Mason, OH: Cengage Learning.
Prensky, M. (2008). Turning on the lights. Educational leadership , 65 (6), 40-45. Retrieved from http://web.ebscohost.com.ezp.waldenulibrary.org/ehost/detail?sid=54948258-ef15-4430-affb-e1d9533a8284%40sessionmgr13&vid=1&hid=7&bdata=JnNpdGU9ZWhvc3QtbGl2ZSZzY29wZT1zaXRl
Nicole,
ReplyDeleteI agree with you. I will admit that I came from a school that had very strict guidelines associated with using some technology in the classroom. However, I am pleased to see how much appears to be available for students at the school in which I am currently teaching. Do you find that there is a huge tradeoff for giving students creative freedom? Some of my colleagues fear that this freedom may cause some confusion if not implemented correctly. I believe that creativity is a way for students to continue to be engaged and could cause a ripple effect that also improves content knowledge (Cennamo et al, 2009). Thank you for your response
Ranielle