Tuesday, June 15, 2010

Using a GAME Plan with students

As we have learned, within a GAME Plan, we set Goals, take Action, Monitor our actions, and Evaluate and extend our accomplishments. This is very useful and effective model for us as teachers to introduce to our students especially as it relates to teaching and learning about technology.

The six core elements within the ISTE's National Educational Standards for Students (NETS-S) include:
1. Creativity and Innovation
2. Communication and Collaboration
3. Research and Information Fluency
4. Critical Thinking, Problem Solving, and Decision Making
5. Digital Citizenship
6. Technology Operations and Concepts

In attaining these standards students are expected to demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology; use digital media and environments to communicate and work collaboratively; apply digital tools to gather, evaluate, and use information; demonstrate a sound understanding of technology concepts, systems, and operations.

This is a tall order for students, and teachers entrusted with helping students attain these standards. The expectations for teachers is very demanding, when one considers the NETS-T for teachers. As teachers, we are expected to use all of our knowledge and teaching abilities to help our students successfully learn, be creative, and innovative within a digital world; and we need to learn all that we can about the technology that can expand and encourage learning, and pass that on to our students in an effective way. Also we are expected to keep up with new technologies, and model the use of technology, in ways that inspire honesty and integrity, in this digital world.


So as the saying goes about Ginger Rogers dancing with Fred Astair, we have to do everything that we expect students to do, but we just have to do it backwards.

For teachers and students having a GAME Plan will enable each group to move toward mutually beneficial outcomes.

For us as teachers the GAME Plan is an extension of what we have been doing for years (at least we have if we want to survive in the classroom), with the addition of new teaching tools through hardware, software and new sources of information.

For students the view may be quite different. Although students today are very adept at using technology, and to many it seems to be a natural extension of themselves, students do not see the educational or learning value of technology. To them technology is a toy, a way to have fun.
To use technology wisely, as a tool for learning, students will need to develop their GAME Plans, as we have been doing. The need to set goals related to the use of technology, which can help them attain learning success. Students need to take positive action, and make appropriate decisions, on what technology to employ, and how to use it effectively. They need to understand that self monitoring, and evaluating their actions and accomplishments, are requirements to assure a successful learning process.

What I plan to do in the coming school year is to introduce my students to the GAME planning process. To help them establish their own game plan when it comes to using technology in various courses, to teach them how to monitor their activities, learn to evaluate what they accomplish, and make adjustments along the way, to help them achieve the best outcomes.
Whenever I am going to present a lesson in which I plan to recommend or require the use of technology, I am going to present my GAME plan for that lesson or project, and then I am going to give them time to develop their own GAME plan. As motivation for them to address their plans seriously, I will make it an element of the grade they can achieve.

1 comment:

  1. John,

    I think that is a great idea to teach your students the GAME process so that they can follow it themselves. I believe this will help your students when establishing a goal and then accomplishing it.

    Katherine E

    ReplyDelete