Gaming in the classroom - Infographic

Gaming, wikis, blogs, social media, interactive polls and QR codes: just some of the technologies that teachers are bringing into the classroom. The dizzying pace of tech evolutions offers some challenges as teachers and administrators race to keep up with the latest tools. The research discussed here shows the payoff for schools that become "friends" with educational gaming.

Experiments show how technology supports learning, with the potential to increase student engagement and motivation, even for students enrolled in college online. Games target all kinds of subjects and age groups, with different types of gaming from strategy to simulations to hard-core curriculum topics. Teachers can access an arsenal of tools, from game consoles to laptops to smartphones.

Still, the U.S. government reports a lack of nationwide studies on the use of tech tools and gaming in education. Innovations come out so fast that there's little time to do research on using gizmos like iPads in school. For parents and teachers who have concerns about gaming in classroom, here are some success stories.

Sources:

National Education Technology Plan – Executive Summary, Ed.gov, http://www.ed.gov/technology/netp-2010/executive-summary

The NEA Foundation, Microsoft-US Partners in Learning Seek Solutions Using Technology to Engage Students, The NEA Foundation, January 2012, http://www.neafoundation.org/listings/news-release/the-nea-foundation-microsoft-us-partners-in-learning-seek-solutions-using-technology-to-engage-students/

Technology in Education, Education Week, September 2011, http://www.edweek.org/ew/issues/technology-in-education/

For a complete list of sources, please view the Infographic.

Gaming in the Classroom
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