Does Your Classroom Have Game
- 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?
What value do you think the use of gaming technologies would have in your classroom?
Which of these activities do you regularly do with the use of technology?
--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.