Via: Cooney Center Bits - Teachers
and Digital Games Survey
The Games and Learning Publishing Council
(GLPC), a project of the Joan Ganz Cooney Center with support from the
Bill and Melinda Gates Foundation, recently conducted a survey of 694 U.S.
K-8th grade classroom teachers to find out if, when, and how they use digital
games in the classroom.
Building on its first national survey of
teachers who use games (2011), this year’s survey makes recommendations for
future Serious Games development for both industry and educational leaders. The
overall goal of this research, led by Lori Takeuchi, is to connect the
documented experiences of teachers with other research about video games and
learning.
This summer, the GLPC
is sharing some of the highlights of the forthcoming report about teachers’
experience using games in the classroom.
So far, it has revealed that a majority of the
teachers surveyed use games in the classroom at least once a week (55%) and
another quarter have kids play games at least once a month.
Teachers were also asked whether they found games to be useful in assessing student knowledge. The survey found that about 43% of teachers who use games in the classroom use the built-in assessments that come with these games. And of those teachers who use the in-game assessments, the majority use what they learn to modify their lessons, choosing to emphasize areas where students struggled and condensing material that they already understand.
Learn more about the survey results here
and here,
and look for the full report and analysis, to be published this fall.
About The Games and Learning Publishing Council
With support from the Bill & Melinda Gates
Foundation, the Joan Ganz Cooney Center launched in 2011 the Games and
Learning Publishing Council (GLPC), a multi-sector alliance convened with
field leaders and key investors in game-based learning.
The GLPC aims to understand the market
dynamics and areas of innovation within the game-based education field. It will
do so by promoting innovations that are ready for scaling within the GBL field,
to develop and disseminate analytical tools, briefs and reports to help “raise
the sector,” and to engage policymakers, developers and investors to wisely
deploy digital games to advance common core knowledge, and 21st century skills.