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

Drill Down: Getting to the Bottom of Vital Industry Data

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

Drill Down: Getting to the Bottom of Vital Industry Data

Article excerpt

INCORPORATING VIDEO OR ONLINE GAMES into instructional activities continues to gain acceptance, as game makers produce increasingly sophisticated products--such as virtual world environments (see "Next Stop, OpenSim?" page 46)--that pose many benefits for teaching and learning. Below, secondary school students identify many positive effects of bringing gaming into the classroom.

HIGHLIGHTS

* About six out of 10 middle school students think the use of games would help them understand difficult concepts.

* Greater engagement in subject matter is gaming's most widely seen benefit among high school students.

* At both the middle school and high school levels, connecting the real world to the subject matter received the fewest responses.

What do you think would be the benefits of using video or online
games as part of your regular schoolwork or classroom activities?
(Multiple responses allowed.)

                                grades 6-8 (sample    grades 9-12
                                   size: 88,159)     (sample size:
                                                        57,000)

Connect the real world                  36%
to the subject matter                                     35%

Get immediate feedback on               41%
how much I had learned                                    42%

See the direct results of my            41%
problem-solving efforts                                   42%

Direct my                               41%
own learning                                              39%

Learn how to work                       43%
in teams                                                  38%

Go beyond the basic                     44%
assignment and try new things                             42%

Gain more interest in                   54%
practice problems                                         53%

Be more engaged                         57%
in the subject                                            61%

Learn more                              58%
about the subject                                         52%

Make it easier to understand            61%
difficult concepts                                        58%

Data courtesy of Speak Up 2009. … 
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