As my course Integrating Technology Across the Content Areas at Walden University draws to a close, I have taken some time to reflect on how I can use technology in my social studies curriculum effectively and appropriately. As a substitute teacher, I was aware of how too often technology is used in classrooms for the wrong reasons. It is a convenient way to both appease students who want to be amused and also administers who are eager to claim their schools are “cutting edge.” What I have learned in this course is how technology is not only a teacher’s tool, but also a student’s.
In particular, I was impressed by the Universal Design for Learning (UDL) which suggests that technology can help meet the needs of diverse learners by making the curriculum more accessible and flexible (Cennamo, Ross & Ertmer, 2009). Assistant technologies like cell phone text reminders, online calendars, and Twitter updates are easy strategies to employ and familiar tools for many students who are disorganized. For students for whom English is a second language, text-to-speech software will bring otherwise difficult content to life. High achieving students will thrive with the UDL approach which encourages the sharing their work with the option of using a variety of technology like digital storytelling, podcasting, or blogging. Most importantly, UDL inspires me to develop instruction and assessments for student learning and not student entertainment. It is exciting for me to know, too, that there is more that can be done as we educators look at the technology as a more than the old notion of a classroom novelty. Cennamo, Ross, and Ertmer agree saying technology offers “promise for overcoming challenges to customizing instruction that may not have been possible previously” (2009, p. 110).
Thanks to my classmates and the excellent textbook from this course, I can also immediately and easily incorporate some resources available online beyond my basic list of the usual social studies sites. Incorporating digital resources was one of my actions from my original GAME plan to utilize more digital resources like news sites and the Library of Congress database of documents and images. The resources I plan to use include some known and some previously unknown to me. I really like the idea of introducing my students to bubbl.us to help them organize their ideas with concept mapping. The digital format is valuable because it is easily adjusted and reworked as ideas evolve and grow while pencil and paper concept maps are less forgiving. Google Earth is another tool that can be employed to increase student understanding of content by providing a visual and kinesthetic experience (Laureate, 2009). I will use delicious social bookmarking and collaborative databases like Knowledge Forum with my students to organize their resources and results for group projects.
Finally, I will introduce the GAME plan process to my students. As a student myself, I found the steps helped keep me focused. Setting goals was the easiest step for me. I chose NETS-T standards that would make me a culturally responsive teacher, specifically modeling digital-age learning and working (Cennamo, Ross & Ertmer, 2009). As I began to take action on my goals and monitor my progress, a couple of action plans seemed to dominate my work. Familiarizing myself with my state’s technology standards for students naturally took precedent because I need to know what they need to know. Even as a social studies teacher, my responsibility is to reinforce and in some cases, provide opportunities for my students to master these 21st century skills. Developing my own website is the other action that most occupied my time as I devoured the resources online looking at exemplars from my colleagues’ sites as well as learning how to use free web authoring software like Nvu and Amaya.
I find myself much better prepared to evaluate and extend my own learning through the GAME plan principles. I can use technology to support learning, develop creative thinking skills, and check understanding – my own and my students. The GAME plan outlines the objectives on both a small and a large scale, public and private. The motivation triggered through the steps highlights for me the interconnectedness of the aspects we discussed during our first week of class: creative thinking, integrating technology, self-directed learning, and content understanding. Ironic, isn’t it, that the content understanding for this course is in fact, the other three?
References:
Cennamo, K., Ross, J., & Ertmer, P. (2009).Technology integration for meaningful classroom use. A standards-based approach. Mason, OH: Cengage Learning.
Laureate Education, Inc. (Executive Producer). (2009). Program four. Enriching content area learning experiences with technology II. Integrating technology across the content areas. Baltimore : Author
