Final Reflection
“Self-directed, metacognitive learners engage in three key processes: planning, monitoring, and evaluating their learning activities” (Cennamo & Ertmer, 2009, p. 3). The GAME plan guides directs self-directed instruction and learning. I created a GAME plan for my class which was based on an informational writing piece. I found the GAME plan forced me to look at the development and implementation of my lesson with a more critical eye then I had ever looked at my lessons before this point. One revelation that I had was that we shouldn’t only look at self-directed learning in terms of our students, but we should also look at self-directed learning for teachers.
According to Slavit and Roth McDuffie (2013),“Self-directed teacher learning is an avenue for exploring questions of practice generated by teachers. When these questions are constructively negotiated by a teacher community, buy-in is almost certain. This buy-in also supports teachers’ attitudes that improving practice should remain a priority in their work…” (p. 104).
The most beneficial aspect of my GAME plan was the evaluation phase. By following my GAME plan with integrity, I found that I don’t evaluate my lessons and learning enough. Cennamo and Ertmer (2009) state that the most important question you can ask yourself is “whether you were successful in meeting your goals” (p. 5). I felt I met the goals of my plan, but I would do some things differently. One, I would allow less time for my lesson. I felt the lesson dragged on a little too long. The other thing I would do is have all of the students add their reviews to a classroom blog. I understand choice can be a good thing, however, in this lesson, students had a difficult time with having a choice. I believe a blog would make it much easier for students to share their reviews and for others to access.
Overall, the GAME plan was easy to use and beneficial in developing and improving my lessons. I will continue to use it in the future. Even though Cennamo and Ertmer (2009) developed the GAME plan for self-directed learning, I have used it for a variety of lesson types over the last five weeks, and it has worked well. Setting goals, applying, monitoring, and evaluating should be should be part of all lesson planning.
Just as the GAME plan can be adapted to be used with any type of lesson, it can also be used with students. When students are doing self-directed learning or problem-based learning, it is easy for them to dive into learning without any goals and direction. The use of the GAME plan gives students a compass for their learning and forces them to monitor their progress toward their goals. Students are often self-directed learners on their own. They are constantly learning new apps, video games, hardware. According to Cennamo, self-directed learners should be planning, monitoring, and evaluating. She believes that students need help becoming self-directed learners, though. We must give students practice writing goals, monitoring, and evaluating (Laureate Education, Inc., 2009). In the future, I will begin implementing the GAME plan with my students in a very basic manner. I will start with a KWHL (know-want-how-learned) chart (Laureate Education, Inc., 2009). This prepares students for using the GAME plan without being stressful. As students become comfortable with with KWHL charts, I would explain the correlation to GAME plans. I would then have my students begin creating GAME plans for any self-directed learning.
I have learned a great deal from this course. I will implement more self-directed learning and problem-based learning in my classroom. I will also also use the GAME plan when I plan my self-directed learning and problem-based learning lessons. I believe the process will help me grow as an educator.
References
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.
Laureate Education, Inc. (Executive Producer). (2009). Integrating technology across the content areas: Promoting self-directed learning with technology. Baltimore, MD: Author.
Slavit, D., & Roth McDuffie, A. (2013). Self-Directed teacher learning in collaborative Contexts. school science and mathematics, 113(2), 94-105







