Wednesday, December 16, 2009

Using the GAME Plan Process with Students

In Week 7, we are to consider how we can use the GAME plan process with our students to help them develop proficiency in the NETS-S technology standards and indicators for students. The standards for teachers and students are very similar. Many of the actions that I have taken to make progress towards my goals are ones that my students can take to become more proficient. The GAME plan process provides an excellent road map for the path to proficiency.

Having worked on my GAME plan for several weeks now, I have learned to review and revise the plan as needed. The knowledge I have gained through these experiences is something I can share with my students as they work on their own GAME plans. The process of setting goals, determining actions to take, monitoring progress, and evaluating and extending the learning gives the students a simple, but thorough, method to achieve any goal.

My first step would be to review the NETS standards for students and choose two basic indicators that all of my students need to address. Since I teach middle school students, the first indicator they should focus on is Digital Citizenship (5.a) which states that students should use information and technology in a safe, legal, ethical, and responsible manner. Since they spend so much time on social networking sites and using online communication tools, this is a critical indicator for them. They must understand the rules for using and posting information on the Internet prior to developing their technology skills.

Our secondary focus would then be on the standard of Communication and Collaboration. Once they have learned the importance of digital citizenship, they are ready to increase their exposure to online communication and collaboration as a learning process, rather than just a social interaction.

As with any new method or idea we implement in the classroom, it is important that we are comfortable with the process before we introduce it to our students. This course has provided us with a GAME plan for continuing to improve our own and our students' proficiency in the technology standards.


  1. Leading by example is a great way to incorporate technology in the classroom. If your students see you adding new technologies, learning more about them, modifying your plans and adjusting them when they do not work, then they will also learn to follow these steps. Doing these things is what will ultimately give them more fluency with technology.

    Great job!

  2. I love the way you post your thoughts - amazing.