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A majority of K-8 Teachers Use Digital Games for Instruction

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Games and Learning report that;

“A national survey of nearly 700 U.S. K-8 teachers conducted by the Joan Ganz Cooney Center and the Games and Learning Publishing Council reveals that almost three-quarters of K-8 teachers are using digital games for instruction. Four out of five of those teachers report that their students play games at school at least once a month.

In his introduction to the critical survey of classrooms GLPC Chair Milton Chen observed:

Two fundamental findings should capture the attention of all educators, developers, funders, and policymakers: a majority of teachers are using digital games in their classrooms, and games are increasingly played on mobile devices that travel with their students.

Level Up Learning: A National Survey of Teaching with Digital Games by Lori M. Takeuchi and Sarah Vaala reports that teachers who use games more often found greater improvement in their students’ learning across subject

areas. However, the study also reveals that only 42% of teachers say that games have improved students’ science learning (compared to 71% in math), despite research suggesting that games are well suited for teaching complex scientific concepts.

areas.”However, the study also reveals that only 42% of teachers say that games have improved students’ science learning (compared to 71% in math), despite research suggesting that games are well suited for teaching complex scientific concepts.

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California School Integrates Games and Learning

 

From PBS – News Hour

“At first glance, it might seem like the students who attend the private K-12 New Roads School in Santa Monica, California, are simply playing video and computer games all day. But these students are actually taking part in a new experiment in educational innovation. The NewsHour’s April Brown reports on one school’s approach to keep students engaged all day.”
PBS – News Hour
playmaker school
GameDesk

iPads in the Digital Classrooms

Tom Sullivan writes that;

“Two-year-old Mia traces out a letter on the screen with her forefinger, then claps with joy when the computer chants “wonderful!” and emits a slightly metallic round of applause.

The preschool group at Tanto International School in central Stockholm is just getting used to a new batch of iPads — one for every two children — and it’s a noisy, chatty affair.

“They really enjoy playing this app. It’s really good for learning pronunciation,” said their teacher Helena Bergstrand.

Bergstrand, along with nearly 90 percent of teachers polled by the city council, believes that iPads and tablets help motivate children to learn.

– ‘More interactive’ –

“There’s an instant appeal with an iPad … they love it!” she says, raising her voice over the din as she moves around the table to help the children.

“It’s more interactive (than pen and paper).”

Petra Petersen at Uppsala University has researched the rapidly growing use of tablets in preschools — recording children when they interact with the technology and each other.

“In the schools I’ve looked at, they usually sit together in a group and its very collaborative, there’s a lot of body contact and verbal communication,” she said.

“These tablets are very multi-modal — they have colours, sounds, spoken words, and things that interest the children — that’s part of what makes them so popular. A large part of learning is about having fun, and the children have a lot of fun with them.”

In Sweden, like in many countries, small children often play games on tablets and laptops long before they encounter them at school.

According to the national media council, close to 70 percent of Swedish two- to four-year-olds play video games.

Nearly a half (45 percent) of children aged two have used the Internet — perhaps unsurprising in a country with one of the world’s highest mobile broadband penetrations.

“It’s more or less prioritised in schools now, to bridge the gap between schools and the environment children are living in,” said Peter Karlberg, an IT expert at the National Education Agency, referring to the thousands of tablet computers bought by public and private sector schools in the last few years.

And that has put increasing pressure on teachers to get up to speed — one in every two surveyed have said they need special training.

– ‘Still a taboo’ –

Felix Gyllenstig Serrao, a teacher in the western city of Gothenburg, has taken computer-aided teaching further than most, using the popular Swedish game Minecraft to teach children with behavioural and concentration problems, including Attention Deficit Disorder and Asperger’s Syndrome.

“I bring something to the classroom that they like — that they do in their spare time — to make them want to be in school,” he said.

“Minecraft is very good because it’s so open and creative … I usually use it to make a topic more alive.”

Serrao — a games enthusiast himself — teaches 12- to 15-year-olds subjects like mathematics and history, using the game’s building blocks, often called “digital lego”, to make maths problems tangible or to illustrate scenes from history books, building them in the game after the formal part of the lesson has ended.

“It reinforces what they learn — when they return to the game later and see there’s a pyramid there or a town we built they remember the lesson.”

He said Sweden has a long way to go before schools can exploit the full potential of digital classrooms.

“There’s still a taboo around games. When I talk to older teachers about this they usually frown — thinking that video games have nothing to do with learning,” he said.”

To read the full article click here;

http://www.google.com/hostednews/afp/article/ALeqM5gVyfCvjc0cDbrWrVeOdymBqmwK7A?docId=49c2368b-2691-4a06-abf4-380f80c822b3

Good Games Are Hard: in a Fun Way

  • In her article “Teachers, Students, Digital Games: What’s the Right Mix?” Holly Korbey interviewed a few educators who had some bad ideas about computer games;

    “And learning is hard work. The tools children use to manipulate and
    change the world and their own neural pathways should reflect the
    profundity of that phenomenon; we should have some blisters, form
    calluses, break a sweat. Computer games don’t demand that from
    children.”
    No.
    The better games are demanding. That is why they are the best games. There are educational games that are very challenging but they are challenging in the way that good play is challenging. It is counter productive to remind children that they learning not playing. The best learning happens when we are playing.
    Practicing a skill leads to success, but if the practice is boring then students will be less motivated to engage in the requisite practice (James Gee, 2007). The best digital games provide practice that is very compelling, engaging, and challenging, but never boring. Gamers play not because games are easy but because they are hard. But, they are hard in the right way, to the right degree, and most importantly – they are hard in a fun way. The best games provide the balance of challenge and support. To describe learning as “hard work and not play” is one of the worst possible ways to describe it.
    Gee, J.P. (2007). What video games have to teach us about learning and literacy (Rev. ed.). New York: Palgrave McMillian.

    To read the full article by Holly Korbey click here;

    http://blogs.kqed.org/mindshift/2013/03/teachers-students-digital-games-whats-the-right-mix/#disqus_thread