Drill Down

Does Your Classroom Have Game


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?
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What value do you think the use of gaming technologies would have in your classroom?
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Which of these activities do you regularly do with the use of technology?
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Drill Down--Data courtesy of Speak Up, an annual national research project that surveys K-12 students, teachers, parents, and administrators. Speak Up is produced by Project Tomorrow, a national education nonprofit organization providing leadership, research, and programming to support science, math, and technology education in America’s schools.

This article originally appeared in the 01/01/2009 issue of THE Journal.

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