As I read the quote from Igor Stravinsky, “ I have learned throughout life as composer chiefly through my mistakes and pursuits of false assumptions, not by my exposure to founts of wisdom and knowledge”, it made me to reflect on how and what I have learned towards integrating technology across content areas. Have I been able to reflect on the mistakes or false assumptions I may have had about implementing technology into my instruction or about self-directed learning. One mistake or false assumption I may have had is that students may be emerged as part of the 21st century digital natives but there is much to teach them about using technology academically and implementing a GAME plan to guide self-directed learning activities (Cennamo, Ross & Ertmer, 2009). It is important to not make the mistake in knowing that although students are self-directed learners anytime that they may learn a new skill such as manipulating features on a new cell phone, that they would not need the assistance of a GAME plane in their learning process. I perceive that using the GAME plan not only in my learning process as a teacher but teaching it to students would have on them as lifelong learners. It is a skill I will use in the upcoming school year. As self-directed learners the four steps of the GAME plan are: to set goals, take action to meet those goals, monitor your action towards reaching your goals and then evaluate if you reached your goals as described by Cennamo, Ross and Ertmer (2009).
As affirmed by Gordon (2000), technology is changing the way we teach and learn. I agree with Gordon (2000) that as educators we longer have the choice of viewing technology as optional in our classroom instruction. Back to the quote by Igor Stravinsky, I have gained a fountain of wisdom and knowledge as I have learned from my mistakes or false assumptions about integrating technology into my content area. Technology is a tool that supports creative thinking skills. It gives students access to authentic learning experiences and renders itself as a tutoring tool. It also can be used in a variety of ways to help diverse learners in the classroom. Having student to practice using the GAME plan will only enhance their self-directed learning skills when teaching them to use technology.
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.
Gordon, D. (2000). The digital classroom: How technology is changing the way we teach and learn. Cambridge, MA: The Harvard Education Letter.
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