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Top News - Students want more use of gaming technology

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    Edtech Leaders

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    Educators who want to help education move into the 21 century

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Educators are largely missing out on what could be a huge opportunity to capitalize on their students’ appetite for electronic games and simulations to teach them about core curriculum topics, results from a new national survey suggest.

Highlighted by sarahhanawald


More than half of students in grades three and up would like to see more use of gaming technology in their schools, according to a new survey.
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Educators are largely missing out on what could be a huge opportunity to capitalize on their students’ appetite for electronic games and simulations to teach them about core curriculum topics, results from a new national survey suggest.

Highlighted by johnwilborn

Highlighted by johnwilborn

the technology that students most wanted to see implemented in their classrooms was a personal laptop for each student. For the first time this year, laptops for students also topped the list of teachers’ and school leaders’ most desired technologies.

Highlighted by johnwilborn

More than 50 percent of students in grades 3-12 would like to see more educational gaming in their schools—yet only 19 percent of parents and 15 percent of administrators favor that idea

Highlighted by sarahhanawald

Students are really articulating their interest in gaming, as well as the many benefits educational gaming can provide, such as helping them to learn difficult math concepts. Even the National Council of Teachers of Mathematics recognizes the huge potential for gaming technologies [in education].”

Highlighted by johnwilborn

New York-based Tabula Digita makes a series of immersive educational video games, called DimensionM, designed to help students master key algebraic concepts.

Highlighted by cholzberg

New York-based Tabula Digita makes a series of immersive educational video games, called DimensionM,

Highlighted by cholzberg

What’s more, there seems to be a disconnect between what students want from their own education and what the adults in charge think is best.
 
This disconnect extends beyond the topic of gaming and applies to many other educational technologies, too.

Highlighted by sarahhanawald

What’s more, there seems to be a disconnect between what students want from their own education and what the adults in charge think is best.

Highlighted by johnwilborn