Wednesday, April 13, 2011

Using the GAME Plan Process with Students

The NETS-T and NETS-S standards are interrelated as the teacher standards provide a framework of performance indicators which allow teachers to measure their abilities and continuing growth in modeling, designing, and assessing digital learning experiences, while the student standards provide the framework for the technology skills students will need for the 21st century. As the GAME plan process has been instrumental in helping me target goals and create action steps that focus on specific NETS-T indicators, I believe asking students to create their own personal GAME plans based upon specific NETS-S indicators would be a powerful way not only to create student-centered learning in my classroom, but also to help students internalize a goal-setting method and recognize the importance of developing technology skills that will carry them into their 21st century careers and lives. As an educator, I know that I need to be able to grow and adapt to the ever-changing, technology-dominated world, and I want to equip my students to do the same.

Mary

5 comments:

  1. I appreciate your mention of a student-centered learning environment that emphasizes skills in goal setting and technology use. It is indeed true that more ownership needs to be handed over to students. The flexible and intuitive nature of technology provides students with authentic opportunities to sharpen their abilities to lead and contribute more uniquely. If students are to thrive in the 21st century workplace, it is imperative that they be able to think creatively and critically about their learning.

    Jeff

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  2. You mention that the GAME plan can help students internalize goal setting, which is a hard skill/ability to teach or instill in students; however, if you are having them use the NETS-S as a reference for their own GAME plans then you are going to come across goal-setting skills. How will you monitor students during this process?

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  3. You are absolutely correct. Student need to be prepared to compete for jobs in the 21st century and this means being competent in using 21st century technology. When we teach students to set goals and celebrate their achievement we are developing skills that will be more beneficial than learning rote memory content standards. Students don’t realize the difficulty in coping in today’s world. It is up to us to use the skills we have learned to cope and succeed to prepare them for a future we can only imagine. This weeks lesson on digital storytelling is a prime example. When students improve their research skills, analytical processes, critical thinking, problem solving, interpersonal, and communication skills (Laureate, 2010), they are strengthening their cognition enhancing NETS-S indicators. Having a goal is much like setting a GAME plan in motion. Even the youngest students can be taught these valuable life skills.

    Resources:
    Laureate Education, Inc. (Producer). (2010). Spotlight on Technology: Digital Storytelling, Part 1 [Webcast]. Integrating technology across the content area. Baltimore, MD: Author.

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  4. Giving students’ ownership is a huge factor in today's society. I think having them develop their own individual GAME plan would be a fantastic idea. Students would be able to see their strengths and weaknesses and then build upon their weaknesses. I noticed that during the development of my GAME plan. I felt that I was moving in the right direction with my plan, but technology grows so fast, so I found myself adapting and learning new ways of technology.

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  5. Thank you all for your comnments and insights. In answer to Ellen's question, I would like to model my implementation of the GAME plan process after Dr. Lebeau. In doing so, I would ask students to post their GAME plans on their personal blogs and ask students guiding questions along the way. This would allow me not only to provide feedback as students interact with their GAME plans, but also allow me to evaluate their progress.

    Thank you all,
    Mary

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