Academic journal article T H E Journal (Technological Horizons In Education)

Does Your Classroom Have Game?

Academic journal article T H E Journal (Technological Horizons In Education)

Does Your Classroom Have Game?

Article excerpt

Does Your Classroom Have Game?

(Survey respondents: K-12 teachers nationwide)

HIGHLIGHTS:

* Only 11 percent of respondents currently integrate gaming technologies into their classrooms

* About two-thirds of respondents think gaming would boost student motivation and engagement

* Nearly 30 percent of respondents play online games

Which of these statements describes your interest in
using gaming technologies to assist with learning?

I would be interested in learning more about        51%
  integrating gaming technologies into my
  instructional strategies
I would be interested in professional               46%
  development on this subject
I currently integrate gaming technologies into      11%
  my classroom
I would be interested in sharing ideas about         7%
  gaming with other teachers
I would be interested in learning more about        29%
  promising practices in gaming
I am not interested in using gaming technologies    12%
  in my classroom

What value do you think the use of gaming
technologies would have in your classroom?

Appeals to different learning styles                65%
Increases student motivation and engagement         65%
Provides opportunities for students to develop      39%
  their creativity
Provides an environment for visualizing             35%
  difficult concepts
Enables student-centered learning                   47%
Students create models and test their assumptions   23%
Students develop their collaboration skills         28%
Students develop their problem-solving and          40%
  critical-thinking skills
Students more deeply explore an idea through        24%
  the virtual world
Students practice their skills and develop          31%
  expertise
Students gain experience through trial and error    37%
Students learn that failure is an opportunity       30%
  to learn
I don't see the value of using gaming                6%
  technologies in my classroom
None of the above                                    8%

Which of these activities do you regularly do
with the use of technology? … 
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