My GAME Plan
One of the most important aspects
of my learning has been in the process of the GAME plan itself. The GAME plan provides a simple, useful way
to structure self-directed learning (Cennamo, Ertmer, & Ross, 2009). I have found the process to be easy to focus
and implement.
I had to postpone some of my
plan. I got very into the first goal, to
the exclusion of the second. As I
learned more about ethical internet behaviors, I got more interested in developing
ways to teach this information to students that were not boring. This is such an important thing for students
to learn, especially as they have more and more options for sharing media with
the world. I have several students right
now who create music videos regularly.
These students believe that they are behaving completely ethically when
they use programs to shift the song slightly to evade YouTube’s piracy
filters. These students do not
understand the basics of ethical use. I
am most excited about creating a gallery for students to share their own work
with others. This will provide an
audience for my students and their work.
It also reinforces the idea of ethical use, as my students have an
investment in getting credit for their creations.
I have already begun to use the
GAME plan with the faculty who report to me.
I supervise the dorm parents at my school, and have used the GAME plan
model to shape their professional goals this year. Each dorm parent created a GAME plan on a
google doc and shared it with all of the rest.
As they work toward their goals, they share reflections and updates on
the google doc for all to discuss and provide support and encouragement. So far this has been an extremely useful tool
to help my faculty take ownership of their learning and provide the best
program for our students (Cennamo, Ertmer, & Ross, 2009).
Next year, I am planning a way to
focus my course around GAME plans for my students. This is still in the idea stage, but I would
like to have students create goals for themselves to improve their reading and
writing, using a GAME plan, and then have each student create some kind of
product to demonstrate her learning.
This is something I will need to think about much more before finalizing
but I have had such a positive experience using this format that I feel certain
it will be successful.
Adjustments to my instructional
practice
As I
reflect on how this course will change my practice, I have some immediate changes
I want to make in my classroom. First, I
plan to implement collaboration into each class. After implementing my collaboration lesson in
my classroom, I am convinced that students will benefit from working together
much more frequently. My school uses
moodle, and I have not made nearly enough use of the threaded discussion
opportunities available on that platform.
I will increase the use of backchannels as well. Most of my students have challenges with
memory and language, and the backchannel allows students to participate in
classroom conversation more effectively, since text allows each student to
process the conversation at her own pace and contribute at her own ability.
More long
term, I want to explore problem-based learning much more fully. I will begin by implementing postholes, or
short problems designed to teach students how to participate in problem-based
learning (Ertmer & Simons, 2006).
Then, I will move on to longer and more complex assignments.
Reference:
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.
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