As I develop my GAME plan I am force to reconsider my actions and the direction that I am going. As I have researched and discovered, I have verified what I already knew, technology has and will play a major part in the DBAE development of students within my classroom. The 21st century is upon us and I want to be one of the first art rooms in the county that I teach in.
I studied and researched the NETS-S in the Visual Arts in our textbook it has open my eyes to a new way of thinking and the actions that go to my GAME Plan. Cennamo, Ross, & Ertmer have a great example of how technology can be integrated into the visual arts in Table 20.2, pg 331. (Cennamo, Ross, & Ertmer, 2009)
I have learned that I need to break down my GAME Plan and not sure of where to start. I felt that my initial approach was not specific enough in the development of my plan. The questions that I had asked and researched all pointed in different directions. I need to refocus on realigning my goals to be more specific and defined for my need.
My questions are for my classmates, so anyone please give me some feedback.
As you look at my GAME Plan and look at the table on pg 331 in our textbook, where should I be more specific in the needs of my students learning? Are there any ideas that you can add to my idea board for my GAME Plan?
References:
Cennamo, K., Ross, J., & Ertmer, P. (2009). Technology integration for meaningful classroom use: A standards-based approach (Laureate Education custom edition). Belmont, CA: Wadsworth, Cengage Learning.
Sunday, March 28, 2010
Sunday, March 21, 2010
Gathering the Resources for my Game PLan
The resources that I need are limited at this time do in part to the reduction of teaching positions in School Corporation. Thankfully the community and schools see the arts as a valuable resource for their students.
To develop a blog I had to have interest in the idea of students working with such technology. That happened quite fast from the principal with the exception of it having to be started next school year. The scheduling of classes is prohibiting instant implementation. So that leaves me plenty of time to talk to other teachers with in the corporation and work with the web designers in school.
I have researched the state visual arts standards to stay align with my curriculum and the NET-S and verified it still aligned with my GAME Plan. In addition, the tech department has given the OK for the blog and will help make it secure, just need to know when it is going up to make room for it on the server or security network.
The data that I am researching is based on art education and technology and how it affect Discipline-Based Art Education (DBAE). Several article and textbooks are supplying a lot of resources for my plan.
To develop a blog I had to have interest in the idea of students working with such technology. That happened quite fast from the principal with the exception of it having to be started next school year. The scheduling of classes is prohibiting instant implementation. So that leaves me plenty of time to talk to other teachers with in the corporation and work with the web designers in school.
I have researched the state visual arts standards to stay align with my curriculum and the NET-S and verified it still aligned with my GAME Plan. In addition, the tech department has given the OK for the blog and will help make it secure, just need to know when it is going up to make room for it on the server or security network.
The data that I am researching is based on art education and technology and how it affect Discipline-Based Art Education (DBAE). Several article and textbooks are supplying a lot of resources for my plan.
Sunday, March 14, 2010
The Development of a Technological GAME Plan
For me to be successful with Integrating Technology to the art room or “Artnology” (Thanks Alisa Rourke), I must develop a GAME plan(Cennamo, Ross, & Ertmer, 2009) for aiding in my dedication to becoming a 21st Century Art Room.
To better understand the factors for strengthening my confidence in the NET-S National Education Standards for Teachers and International Society for Technology in Education ((International Society for Technology in Education, 2008) and I have chosen two indicators to set goals to strengthen my confidence and proficiency using GAME Plan.
1. Facilitate and Inspire Student Learning and Creativity
a. Promote, support, and model creative and innovative thinking and inventiveness.
2. Model Digital-Age Work and Learning
b. Collaborate with students, peers, parents, and community members using digital tools and resources to support student success and innovation.
Goals:
1. To use technology for students to discuss classroom art work, projects, and ideas for future discussion forums to be used in a blog.
2. Determine how technology will benefit in the students in the art endeavors with in the 4 areas of Disciplined-Based Art Education (DBAE); Art History, Art Criticism, Aesthetics, and Art Production.
3. Determine the limit to which I must set before the physical art production is overpowered by digital art.
Actions:
1. Gather data that supports the use of technology in an art room will benefit student’s creativity and imaginative process.
2. Recruit art teachers from other school within the corporation to take part in blog discussions and display their art work on the blog and web pages of their school.
3. Invite local artists to take part in the blog critique, unbeknown to the children, and then the children read for themselves the words from an established artist.
Monitor:
1. Digitally documenting the process of the students during the projects duration, saving it for possible evaluations and critiques.
2. Class critiques by students and teacher, possibly include other teachers of their opinions and input on the students progress.
3. Instead of an open verbal critique, create a blog for students to comment on random pieces of art work that I add before the blog critique day.
Evaluate:
1. In order to evaluate my progress I will have random one-on-one conferences with students to check for their understanding.
2. Create a digital library of the students work demonstrating the process from start to finish. Ultimately given to the child for them to enjoy.
3. Design a web page for the school website to display the student’s art work for their parents and community to see the student’s success in working with art and technology within the art room.
References:
Cennamo, K., Ross, J., & Ertmer, P. (2009). Technology integration for meaningful classroom use: A standards-based approach (Laureate Education custom edition). Belmont, CA: Wadsworth, Cengage Learning.
International Society for Technology in Education. (2008). The ISTE National Educational Technology Standards (NETS•T) and Performance Indicators for Teachers. Retrieved March 8, 2010, from http://www.iste.org
To better understand the factors for strengthening my confidence in the NET-S National Education Standards for Teachers and International Society for Technology in Education ((International Society for Technology in Education, 2008) and I have chosen two indicators to set goals to strengthen my confidence and proficiency using GAME Plan.
1. Facilitate and Inspire Student Learning and Creativity
a. Promote, support, and model creative and innovative thinking and inventiveness.
2. Model Digital-Age Work and Learning
b. Collaborate with students, peers, parents, and community members using digital tools and resources to support student success and innovation.
Goals:
1. To use technology for students to discuss classroom art work, projects, and ideas for future discussion forums to be used in a blog.
2. Determine how technology will benefit in the students in the art endeavors with in the 4 areas of Disciplined-Based Art Education (DBAE); Art History, Art Criticism, Aesthetics, and Art Production.
3. Determine the limit to which I must set before the physical art production is overpowered by digital art.
Actions:
1. Gather data that supports the use of technology in an art room will benefit student’s creativity and imaginative process.
2. Recruit art teachers from other school within the corporation to take part in blog discussions and display their art work on the blog and web pages of their school.
3. Invite local artists to take part in the blog critique, unbeknown to the children, and then the children read for themselves the words from an established artist.
Monitor:
1. Digitally documenting the process of the students during the projects duration, saving it for possible evaluations and critiques.
2. Class critiques by students and teacher, possibly include other teachers of their opinions and input on the students progress.
3. Instead of an open verbal critique, create a blog for students to comment on random pieces of art work that I add before the blog critique day.
Evaluate:
1. In order to evaluate my progress I will have random one-on-one conferences with students to check for their understanding.
2. Create a digital library of the students work demonstrating the process from start to finish. Ultimately given to the child for them to enjoy.
3. Design a web page for the school website to display the student’s art work for their parents and community to see the student’s success in working with art and technology within the art room.
References:
Cennamo, K., Ross, J., & Ertmer, P. (2009). Technology integration for meaningful classroom use: A standards-based approach (Laureate Education custom edition). Belmont, CA: Wadsworth, Cengage Learning.
International Society for Technology in Education. (2008). The ISTE National Educational Technology Standards (NETS•T) and Performance Indicators for Teachers. Retrieved March 8, 2010, from http://www.iste.org
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