GOALS+model

The **GAMES Model** was shared by Svinicki (2004) as a way of translating learning theory into practice.


 * In planning for instruction:**
 * be Goal oriented
 * encourage Active learning
 * make learning Meaningful
 * focus on how Explanations are given
 * and encourage Self-regulation of learning.

Source: Svinicki, M. D. (2004). Learning and Motivation in the Postsecondary Classroom. Boston: Anker Publishing
 * What does this mean?**
 * **Goal-oriented** learning anchors the purpose for learning new material and concepts, focuses efforts for efficiency, and assists in monitoring progress.
 * **Active** learning builds motivation into the learning process, helps hold attention, encourages deep processing, and assists in monitoring progress.
 * **Meaningful** learning stresses the importance of making connections between prior knowledge, personal experiences, and concepts, as well as the value of those connections.
 * **Focus on explanations** and learning furthers deeper processing, feedback on clarity, and negotiation of meaning.
 * **Self-regulation** of learning involves self, task, and strategy knowledge, self-monitoring; self-evaluation; and self-correction.

[|What does the 'brain' need in order to learn?]
 * Meaning: The single most important factor influencing learning is what the learner already knows. //David Ausubel//
 * Relevance: By providing opportunities for students to make various connections with information we help the content "catch a ride" to the brain on one of the body's senses. //Rick Wormeli//
 * Novelty: The brain craves stimulation, change and novelty. [|Source]
 * Emotion: The best thinking is integrated with emotions. //Eric Jensen//

Discussion Questions: What messages are similar? What would this look like in your planning of instruction, teaching of material, and student involvement?