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Are Schools Inhibiting 21st Century Learning? : April 2008 : ...

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Saved by 4 people (0 private), first by anonymouse user on 2008-04-09


Public Comment

on 2008-04-19 by beatechie

Gaming in schools

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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."

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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.

Highlighted by christyinsdesign

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."

<A HREF="http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=36080713/site=THE/area=std/aamsz=336x280/pos=m03/pageid=93737584"><IMG SRC="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration 2.0/336x280_Collaboration.jpg" ALT="Collaboration 2.0" WIDTH="336" HEIGHT="280" BORDER="0"></A>

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.

Highlighted by christyinsdesign

both district leaders and parents are open to believing that social networking could be such a tool--as long as there are reasonable parameters of use in place. Moreover, social networking is increasingly used as a communications and collaboration tool of choice in businesses and higher education. As such, it would be wise for schools, whose responsibility it is to prepare students to transition to adult life with the skills they need to succeed in both arenas, to reckon with it."

Highlighted by lindseybp

he 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.

Highlighted by lindseybp

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."

Highlighted by beatechie

Teachers

Highlighted by lindseybp

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.

Highlighted by lindseybp

some 46 percent said they would "like to receive specific professional development on how to effectively integrate gaming technologies into curriculum

Highlighted by lindseybp

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.

Highlighted by beatechie