My GAME plan consisted of getting my students comfortable recording themselves using digital technology to promote enhanced learning and performances in American Sign Language (ASL). These recording would also serve as a reflective tool for self-evaluation. To accomplish this goal, I had decided to address the first standard of the National Education Technology Standards for Teachers (NETS-T) and two of its indicators.
For my goal, I wanted my students to work together in groups to define Deaf culture. I also wanted them to have a chance to collaborate with deaf students from a residential school enabling them to experience Deaf culture firsthand. As a final project, I wanted my students to create a visual story of what they had learned from this research and experience.
For my actions, I created a unit lesson plan for Deaf Culture. I began with a lesson plan for Problem Based Learning, continued with a lesson plan involving social networking, and finished with a lesson plan using digital storytelling.
Monitoring consists of using class blogs and wikis, along with checklists or rubrics for students to keep themselves on track. Evaluations will be made using rubrics.
As I proceeded with my GAME plan, I noticed that I even though I started with only one standard of the NETS-T, with the addition of each lesson, more standards were being addressed. The GAME plan is not only a valuable tool for the teacher, but for the students as well. By teaching students to use the GAME plan, they will become better organized in their working habits and develop 21st century working skills.
As a result of this course, I will be teaching my students how to use the GAME plan. I will also adjust my lessons to incorporate more social networking and digital story telling!
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