Are Schools Inhibiting 21st Century Learning? : April 2008 : ...
Popularity Report
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Saved by 4 people (0 private), first by anonymouse user on 2008-04-09
- Beatechie on 2008-04-19 - Tags no_tag
- Christyinsdesign on 2008-04-09 - Tags 21stcenturyskills , games , education , k-12 , technology
- Michaelc on 2008-04-09 - Tags schools , 21stcenturylearning , survey , student_opinions
- Lindseybp on 2008-04-09 - Tags 21st century learning , schools , education , survey
Public Sticky notes
According to the survey, the majority of middle and high school students (51 percent of students in grades 6 through 12) indicated that "games make it easier to understand difficult concepts. Forty-six percent said they'd learn more about a subject if information were presented in a game format; 44 percent said gaming "would make it more interesting to practice problems"; and about a third said that "the use of games in schools will help them learn how to work in teams and see the direct results of their problem solving activities."
Teachers were apparently even more enthusiastic about gaming, as 65 percent indicated that they thought educational gaming would be an effective tool for students with different learning styles and would help engage students in coursework. More than half said they'd like to learn more about educational gaming, and some 46 percent said they would "like to receive specific professional development on how to effectively integrate gaming technologies into curriculum," according to the survey.
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According to the survey, the majority of middle and high school students (51 percent of students in grades 6 through 12) indicated that "games make it easier to understand difficult concepts. Forty-six percent said they'd learn more about a subject if information were presented in a game format; 44 percent said gaming "would make it more interesting to practice problems"; and about a third said that "the use of games in schools will help them learn how to work in teams and see the direct results of their problem solving activities."
Teachers were apparently even more enthusiastic about gaming, as 65 percent indicated that they thought educational gaming would be an effective tool for students with different learning styles and would help engage students in coursework. More than half said they'd like to learn more about educational gaming, and some 46 percent said they would "like to receive specific professional development on how to effectively integrate gaming technologies into curriculum," according to the survey.
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Public Comment
on 2008-04-19 by beatechie