Everything we do in life involves some sort of planning process, each of which focuses on an end result or a goal. We spend a good portion of our lives preparing for the next step, whatever that may be. Adolescents tend struggle with transition because of their inability to plan effectively.
The most successful teachers are those who hear about new technologies and do what it takes to learn about and integrate these new tools into their repertoires. Cennamo, Ross, and Ertmer (2009) refer to these teachers as self-directed learners because they take the learning of new teaching tools and techniques into their own hands. Effective planning strategies are a key factor in the success of these teachers. As self-directed, life-long learners, it is important that we pass these traits on to our students. The best way for educators to do so is through the modeling of good planning and preparations. Cennamo, et. al. (2009) recommend the GAME plan as an effective method for setting goals, taking action to meet those goals, monitoring progress, and evaluating success, or lack thereof.
My original GAME plan included the integration of the standards promoted by the International Society for Technology in Education (ISTE), which incorporate technology into the classroom. Reflection and collaboration were the two areas which I saw as needing immediate focus. The reflective process came naturally to my students who like to share their stories. Collaboration, on the other hand, was far more challenging than I had anticipated. I assumed that students like to work together. On the contrary, while my students like to be together – they like to socialize. WORKING together is a whole new concept to them. I know now that this process must be as scaffolded as much of my instruction.
The GAME plan is a valuable tool that empowers teachers and students alike to create a plan in which we can reach goals; it also holds us accountable for either achieving them to the best of our ability, or reconfiguring the plan. Many people spend their entire lives making plans, but little time following through. Cennamo’s, et al (2009) GAME plan makes follow through a requirement. And these are the tools we want our students to take into the 21st century workplace.
So, could you bake a cake without a recipe? Sure, but it might not taste so great. Grocery shopping with no list gets pretty pricey. A road trip with no plan? Well, that still has an exciting ring, but consider the prospect to the mom of a two year old who has to use the potty. Some things are just better with an executable plan.
GAME plans for success in the 21st Century… that’s what’s on my mind!
References
Cennamo, K., Ross, J. & Ertmer, P. (2009). Technology integration for meaningful classroom use: A standards-based approach (Laureate Education custom edition). Belmont, CA: Wadsworth, Cengage Learning.
ISTE International Society for Technology in Education. (2008). NETS-T. Retrieved November 10, 2009, from http://www.iste.org/Content/NavigationMenu/NETS/ForTeachers/2008Standards/NETS_T_Standards_Final.pdf