The GAME plan presented by Cennamo, Ross and Ertmer (2009) is recommended to assist especially self-directed learners. As self-directed learners one is able to set their own goals, take action to meet those goals, monitor your progress and then evaluate how effective your learning outcomes were. (Cennamo, Ross & Ertmer, 2009).
With much scaffolding, especially in the beginning, students could benefit using the suggested GAME plan specifically in lessons when learning technology. Teaching students to set goals when they are doing a research assignment, for example provokes then to identify what is it is that they want to learn and create good questions to research. Having a GAME plan in front of students assists them to keeping the objective of the content insight. The GAME plan also would help students to understand how they best learn a technology; rather it was from reaching out to others for help, from reading instructions, from self-directed learning skills or a combination of any of these learning techniques. Learning and using technology in any content area can be distracting from the context in the lesson. But having a GAME plan could help students to stay focused on the objective.
Considering my learning objective as a self-directed learning of technology using the GAME plan was an excellent way to pin my attention on my learning objective. It was especially helping in evaluating my goal and helping to reflect on areas I needed to revise in my actions to reaching my goal. Dr. Cennamo (Laureate, 2009) affirmed the benefit of incorporating the GAME plan to help students as self-directed learners particularly when learning new 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.
Laureate Education, Inc. (Executive Producer). (2009). Integrating Technology Across the Content Areas. Baltimore: Author.
Using the GAME Plan process in the classroom with our students will provide the students with a much better grasp on what needs to be learned in the classroom. I can see why you would have it for the students while they are working on a research assignment. Will you be posting the steps in the GAME Plan process in the classroom? I think that it is a good idea for them to see it laid out there as well as on their desks. What do you think their response will be when you present them with the process?
ReplyDeleteMarilyn Goodrich
K-12 Ed. Con.
It's a great idea to scaffold the GAME plan for students. I was thinking it would also be helpful to model for students a GAME plan that I am currently working on professionally. If they are able to see how I've set it up and how I continue to work under the plan, they will see how helpful it is and how it can work for them.
ReplyDeleteSetting a classroom goal may also work to help guide students through the process. Cennamo, Ross, and Ertmer (2009) suggest that self-assessments in technology skills should be done. Maybe if all of the students took a technology self-assessment, we could determine an area that the whole class could work on together. Then, as students became more confident with the process, they can make their own individual GAME Plan.
Sarah
HS-Special Ed/English
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.