Using the GAME Plan Process with Students

I feel slightly vindicated as I write this post because I have become not only accustomed to the GAME plan (Cennamo, Ross, & Ertmer, 2009) but even a little bit fond of the tool. My thought processes had already turned to using the strategy with students for all activities as the tool is both uncomplicated and efficient, and now we are to answer to its use in the classroom. I am actually excited about the thought.

I plan to use the device from the very beginning of the school year with everything from sentence editing exercises to essays to long-term projects. The shear repetition will change the use of the pneumonic from a conscious act to an unconscious act so that students will automatically use the tool. Marzano, Pickering, & Pollock (2001) say that one must practice a skill at least 24 times before one reaches proficiency, so beginning “at the beginning” with simple tasks and applying the plan daily will create automatic usage, which will hopefully become a lifelong habit. The International Society for Technology in Education (ISTE) sites the NETS standards as “foundational” and “in order [for students] to prepare to work, live, and contribute to the social and civic fabric of their communities” (ISTE, 2010), and all of these standards require problem-solving skills. Creative thinking is at the heart of solving problems and “requires effort and produces valued outcomes” (Cennamo et al., 2009, p. 25), yet because it is a complicated process students will benefit from using the GAME plan to “control and self-monitor” (p. 25) the undertakings of hard working, hard thinking global citizens of the 21st century. The GAME plan is on beginning next week in Mrs. Dyer’s classroom.


Cennamo, K., Ross, J., & Ertmer, P. (2010). Technology integration for meaningful classroom

             use: A standards-based approach. Belmont, CA: Wadsworth, Cengage Learning.

Marzano, R., Pickering, D., & Pollock, J. (2001). Classroom instruction that works: Research-based strategies for

             increasing student achievement. Alexandria, VA: McREL.

ISTE. (2010). International Society for Technology Education.




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2 responses to “Using the GAME Plan Process with Students

  1. Fayette Long

    I agree that to have students adopt the GAME plan will give them a focus of their objectives, help them to monitor their action for reaching their goals and help to reflect on how they succeeded in their GAME plan. It is a good process that I too will present to my students this coming school year. Have fun with it.

    Fayette 🙂

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