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Digital Learning Games Used by Majority of Teachers, Survey Finds

 

The Games and Learning Publishing Council have published their findings in a comprehensive, 67-page report investigating if and how digital games are being used in classrooms. The survey illustrates the mainstream appeal of learning with games starts a new conversation of how to use long-form digital games for deeper learning experiences. Thank you to Benjamin Herold at Education Week for sharing the survey results.

Photo Credit:: Joan Ganz Cooney Center at Sesame Workshop

Posted by: Ryan Schaaf

Original Source

Digital learning games have officially gone mainstream, with nearly three-quarters of K-8 teachers saying they use the games for classroom instruction, according to a new national survey. 

But the rise of digital gaming within schools still pales in comparison to the advances seen in the commercial gaming sector, according to a comprehensive, 67-page report issued by the Games and Learning Publishing Council, a project of the Joan Ganz Cooney Center at Sesame Workshop, a New York-based nonprofit that studies digital media use and children. 

Students are still mostly using desktop and laptop computers to access digital learning games in the classroom, and most teachers are still using short-form games to deliver content and allow students to practice basic skills, rather than leveraging the significant learning potential to be found in long-form, multi-player, and immersive games, the report found. 

“When scholars and practitioners first began inspiring us with their visions for digital game-based learning, they certainly weren’t writing about drill-and-practice games. Yet this is what so many K-8 teachers are still using with students today,” says the report. 

Barriers include lack of support and training for teachers, limited time within the school day, and difficulty finding games that are clearly aligned to curricular standards, according to the study. 

Recommendations from the report include creation of an “industry-wide framework” and taxonomy for categorizing and reviewing games so they are easier for teachers to identify and better and more widespread pre-service technology training and professional development on how to integrate digital games into the classroom. 

The results are based on a survey of 694 K-8 teachers from across the United States, conducted in the fall of 2013. Unlike previous research efforts, the study included teachers who don’t use digital games in the classroom. 

As part of their analysis, researchers from the Games and Learning Publishing Council/Joan Ganz Cooney Center used statistical methods to create an entertaining and illuminating typology of teachers. At one end of the spectrum, they say, are “dabblers” who use games to teach a few times per month, but are not particularly comfortable doing so, in part because they face significant barriers and a lack of training and other resources. 

At the other end of the spectrum are the “naturals” who frequently play digital games themselves, teach with them often, and receive lots of support. 

Really, though, the strength of the new study, titled “Level Up Learning: A National Survey on Teaching With Digital Games,” is in how thoroughly it surveys the field. 

Some findings that caught my eye:

The word cloud below, from the report, provides a visual snapshot of the games that teachers report using most frequently.

Word Cloud Credit:: Joan Ganz Cooney Center at Sesame Workshop

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