Teacher Attitudes about Digital Games in the Classroom

Teacher Attitudes about
Digital Games in the Classroom
Prepared by: VeraQuest, Inc.
Date of Survey: March 15-26, 2012
In"March"2012,"VeraQuest"conducted"a"survey"on"the"behalf"of"the"Joan"Ganz"Cooney"Center."
The"survey"was"conducted"among"U.S."KF8th"grade"classroom/specialist"teachers"who"use"digital"
games.""
"
QuesKons"focused"on"the"following:"
""
•  Types"and"frequency"of"digital"game"use"in"the"classroom"
•  Benefits"of"digital"game"use"in"the"classroom"
•  Barriers"to"digital"game"use"in"the"classroom"
•  Budgetary"concerns/issues"with"digital"game"use"
•  IniKal"involvement"with"and"sources"for"further"learning"of"digital"games"
""
1"
Conclusions)and)Implica/ons))
Teachers"overall"seem"to"have"a"very"posiKve"opinion"of"digital"games"in"the"classroom"as"it"
relates"to"the"impact"on"students."They"cite"benefits"like"more"collaboraKon"among"students"
and"the"capacity"of"digital"games"to"help"students"sustain"aQenKon"on"specific"tasks."The"
benefits"also"extend"to"students"who"are"lowerFperforming"with"respect"to"improved"levels"of"
""" engagement,"enhanced"ability"for"individualized"aQenKon"and"even"improved"aQendance.""
"
•  When"asked"about"the"largest"barriers"to"uKlizing"digital"games"in"the"classroom,"cost"and"
technology"resources"top"the"list."Familiarity"with"technology"was"only"considered"a"barrier"by"
" 13%"of"teachers."These"findings"are"consistent"with"other"research"on"technology"in"the"
" classroom"conducted"by"VeraQuest."However,"when"we"view""the"results"in"a"more"indirect"
fashion,"we"see"that""
• 
•  Teachers"who"are"“very”""comfortable"with"digital"game"technology"have"a"more"
favorable"impression"of"digital"games"than"those"who"are"not;"furthermore"that"
favorability"crosses"a"number"of"studentForiented"issues"and"dimensions"
•  The"more"dollars"that"are"spent"in"the"classroom"on"technology"or"the"belief"that"
allocaKons"for"digital"games"will"increase"in"the"near"future"also"seem"to"heavily"
influence"whether"teachers"are"posiKvely"preFdisposed"to"digital"games"in"the"
classroom.""
"
2"
Conclusions)and)Implica/ons))
The"study"suggests"that"teachers"who"struggle"with"technology"would"benefit"greatly"from"
programs"that"idenKfy"and"educate"teachers"on"the"use"of"digital"games."It’s"important"that"
these"programs"not"just"focus"on"the"weakest"teachers"or"the"most"advanced,"but"idenKfy"the"
large"group"of"teachers"who"classify"themselves"as"“moderately”"comfortable"with"digital"
""" games"or"46%"of"all"teachers"surveyed."""
"
•  Finally,"twoFfi`hs"of"all"teachers"surveyed"have"no"idea"how"much"is"spent"in"the"classroom"on"
digital"games,"however,"among"those"familiar"with"how"much"is"spent"it"is"clear"that"the"
" amount"of"money"perceived"to"be"spent"in"the"classroom"is"posiKvely"correlated"with"how"
" teachers"feel"about"digital"games."In"other"words,"the"act"of"making"money"available"for"digital"
games"(and"visible"to"the"teacher)"may"encourage"teachers"to"become"more"familiarized"with"
digital"games"and"therefore"more"comfortable."The"more"comfortable"they"are,"the"more"likely"
they"will"be"to"use"the"technology"and"see"the"benefits"firstFhand."
• 
"
"
"
""
3"
Summary)Findings)
The"vast"majority"of"teachers"say"they"are"either"very"(47%)"or"moderately"(41%)"comfortable"
with"technology."That"said,"the"adtudinal"differences"with"respect"to"the"impact"of"classroomF
based"digital"games"between"those"who"classify"themselves"as"very"comfortable"and"those"
who"do"not"is"significant.""The"differences"are"evident"across"a"range"of"dimensions."Teachers"
who"are"very"comfortable"feel"digital"games"foster"more"observable"collaboraKon"among"
""" students"and"enable"students"to"sustain"focus"on"specific"tasks.""Moreover,"teachers"who"are"
" very"comfortable"with"digital"technology"have"a"more"posiKve"impression"of"digital"games"on"
lowerFperforming"students,"such"as:""the"way"it"can"engage"them,"enable"personalized"
aQenKon,"enable"teachers"to"teach"groups"with"varying"abiliKes"and"even"improve"student"
" aQendance."
"
•  There"is"also"a"strong"relaKonship"between"the"perceived"dollar"spend"on"digital"technology"in"
the"classroom"and"teachers’"levels"of"comfort:"the"more"dollars"spent,"the"more"comfortable"
teachers"are"with"digital"games."""
• 
• 
"
Digital"games"are"used"fairly"frequently,"with"half"of"teachers"using"them"two"or"more"days"a"
week."Frequency"tends"to"be"higher"among"teachers"in"grades"KF5"than"6F8.""""
4"
Summary)Findings)
• 
As"one"might"expect,"tradiKonal"plaiorms"are"the"most"predominant"type"of"plaiorm"for"
accessing"digital"games"in"the"classroom:""85%"of"students"can"access"digital"games"using"PC’s"or"
Mac’s."TwoFfi`hs,"however,"can"use"interacKve"whiteboards"and"a"quarter"can"access"digital"
games"via"an"iPad"or"other"type"of"tablet.""
• """ Digital"games"are"used"most"o`en"for"reading/literacy"applicaKons"(50%)"and"math"(35%).""
"
•  TwoFfi`hs"of"teachers"say"they"have"seen"students"become"beQer"collaborators""
and"have"increased"aQenKon"to"specific"tasks."Similarly,"threeFfi`hs"also"feel"that""
" lowerFperforming"students"show"increased"engagement"with"content.""
"
•  When"asked"specifically"about"lowerFperforming"students,"teachers"say"that"digital"games"
engage"and"moKvate"students"(69%),"makes"it"easier"to"teach"groups"of"mixed"ability"(62%)"and"
enables"them"(teachers)"to"personalize"instrucKon"(60%)."
• 
"
Cost"is"the"number"one"barrier"to"using"digital"games"in"the"classroom"(50%),"followed"by"access"
to"technology"resources"(46%)."Teaching"to"standardized"tests"also"appears"to"be"a"substanKal"
barrier.""
"
5"
Summary)Findings)
• 
InFservice"professional"development"plays"an"important"role"in"how"teachers"first"become"
acquainted"with"digital"games"(46%)."SelfFdirected"study"(35%)"is"also"important."When"asked"
what"sources"they"use"for"onFgoing"educaKon"about"digital"games,"66%"of"teachers"say"other"
teachers"within"the"district,"50%"say"they"selfFteach,"while"42%"cite"seminars,"conferences"and"
convenKons.""
" """
"
"
"
6"
Classroom"Teachers"
Who"Use"Digital"Games"
(n=505)"
Subjects"
Taught"
Grades"Taught""
(KF5)"F"69%"
(6F8)"F"44%"
"
Classroom"Teacher"(NET)"F"67%"
General"Childhood"(PreKF5)"–"43%"
General"Middle"School"(6F8)""F"10%"
Math/Science"–"8%"
English/Lang"Arts"–"6%"
Soc."Studies/"Hist./HumaniKes"–"1%"
"
Specialist"Teacher"(NET)"F"33%"
Health/PE"–"2%"
Computer/Technology"–"3%"
Special"EducaKon"(PreKF5)"–"10%"
Special"EducaKon"(6F8)"–"8%"
SchoolFbased"staff"developer"–"1%"
Librarian/Media"–"1%"
Other"specialty"–"9%"
"
Type"of"School"
Student"Family"
Income"
Public,"86%"
Independent,"7%"
Parochial,"7%"
Affluent,"6%""
Middle"Income,"42%"
Low"Income,"52%"
Rural,"23%"
Suburban,"49%"
Urban,"28%"
"
7"
Research)Design)
!
Sample'
Respondents"were"recruited"from"the"uSamp"panel"(www.usamp.com).""This"panel"has"over"2"million"members"in"the"U.S."
who"have"been"recruited"through"a"number"of"different"panel"enrollment"campaigns.""Panelists"are"required"to"double"optFin"
to"ensure"voluntary"parKcipaKon"in"the"surveys"they"are"invited"to"complete.""Respondents"receive"points"for"the"surveys"
they"complete"that"can"be"accumulated"and"redeemed"for"a"variety"of"products."""
"
Adult"respondents"were"randomly"selected"from"a"targeted"uSamp"panel"of""K"thru"grade"8"classroom""teachers"to"be"
generally"proporKonal"of"the"demographic"strata"of"total"U.S."Teachers.""Once"selected,"respondents"were"sent"an"invitaKon"
to"a"protected"webFbased"survey"which"ensured"that"only"the"intended"recipient"could"complete"the"survey,"and"that"the"
survey"could"only"be"completed"once.""There"were"505"respondents"from"the"U.S."who"reported"being"teachers"and"who"
completed"the"survey."!
"
Compu+ng'Weights'
Data"for"this"study"are"not"weighted"
"
Sta+s+cal'Significance'""
Stat"tesKng"completed"at"90%"confidence"level.""In"some"instances,"percentages"may"not"add"to"100%"due"to"rounding.!
8"
Key)Findings)
9"
The"vast"majority"of"teachers"say"they"are"either"very"(47%)"or"moderately"(41%)"comfortable"
with"technology;"however,"the"way"in"which"they"categorize"themselves"appears"to"influence"
how"they"feel"about"technology"in"the"classroom."See"the"summary"slide"on"pages"20"and"21"
for"detail.""
"
Digital"games"are"used"fairly"frequently,"with"half"of"teachers"using"them"two"or"more"days"a"
week."Frequency"is"higher"among"teachers"in"grades"KF5"than"6F8.""""
Comfort"Level"Using"Digital"Games"as"a"
Teaching/Learning"Tool"
Frequency"of"Digital"Game"Use"
50%
47%"
32%"
41%"
18%"
11%"
Very"
comfortable"
Moderately"
comfortable"
Slightly"
comfortable"
29%"
(K-5) Teachers use
more frequently than
(6-8) teachers
(57% vs. 38%)
15%"
5%"
1%"
Not"at"all"
comfortable"
Every""day"
Q410"""How"would"you"describe"your"comfort"level"using"digital"games"as"a"teaching"and"learning"tool?"
Q415"""How"frequently"would"you"say"your"students"use"digital"games"in"your"classroom?."
"
2"to"4"days" About"once" About"1F3"
per"week"
per"week"
Kmes"per"
month"
Less"o`en"
than"once"
per"month"
10"
A"plurality"of"teachers"(40%)"don’t"know"how"much"is"spent"on"digital"games"for"their"classroom."
Among"those"who"offer"esKmates,"about"half"say"$50"or"more"and"half"say"less"than"$50."A"fullF
third"of"teachers"say"no"dollars"are"spent"on"digital"technology"in"their"classroom.""
"
Although"the"majority"of"teachers"(44%)"feel"the"expected"allocaKon"for"digital"games"will"remain"
the"same"over"the"next"three"years,"more"feel"the"number"will"rise"versus"decline,"36%"vs."20%,"
respecKvely.""
Amount"Spent"Per"Year""
Expected"AllocaKon"For"Digital"Games"
On"Digital"Games"
Over"Next"3"Years"
20%"
$0"
$1"F"$19"
$20F$49"
$50F$99"
$100"or"more"
Not"sure"
3%"
8%"
Same"
amount"of"
resources"
44%"
12%"
More"
resources"
36%"
Less"
resources"
20%"
17%"
40%"
Q421"""Including"subscripKon"services,"how"much"does"your"classroom"spend"on"digital"games"per"year?"
Q422"""Do"you"believe"your"school"will"allocate"..."of"resources"towards"integraKng"digital"games"in"classroom"instrucKon"over"the"next"3"years?"
11"
While"40%"of"teachers"don’t"know"how"much"is"spent"on"digital"game"technology"in"the"
classroom,""those"who"believe"it’s"more"than"$50"are"significantly"more"likely"to"feel"very"
comfortable.""While"there"is"no"evidence"of"causality,"it’s"logical"that"the"more"dollars"spent,"the"
more"likely"teachers"are"to"use"the"technology."The"more"they"use"it,"the"more"comfortable"they"
are"with"it.""""
%"Very"Comfortable"Using"Digital"Games""
by"Annual"Classroom"Spend"
58%"
45%"
<"$50"
$50+"
(n=157)"
(n=144)"
"
Q410"""How"would"you"describe"your"comfort"level"using"digital"games"as"a"teaching"and"learning"tool?"
Q421"""Including"subscripKon"services,"how"much"does"your"classroom"spend"on"digital"games"per"year?"
"
"
12"
An"overwhelming"percent"of"teachers"(85%)"say"that"students"use"PC’s"or"Mac’s"and"about"twoF
fi`hs"(62%)"say"they"use"an"InteracKve"Whiteboard."A"quarter"of"all"teachers"say"students"use"an"
iPad"or"some"other"type"of"tablet."
"
The"digital"games"students"play"in"the"classroom"are"ones"created"predominantly"(92%)"for"an"
educaKonal"audience.""""""
Types"of"Devices"Used"to"Access"
Digital"Games"
85%"
Mac"or"PC"computer"
62%"
InteracKve"whiteboard"
25%"
iPad"or"other"tablet"
TV"gaming"console"
Portable"gaming"device"
12%"
6%"
Other"
1%"
Smart"phones/phones"
1%"
Types"of"Digital"Games"Played"
Games"created"for"an"educaKonal"
audience"and"typically"used"in"the"
classroom""
92%"
Games"created"for"home"use"that"
have"been"widely"adapted"for"an"
educaKonal"environment""
Games"created"for"a"general"
audience"and"typically"used"at"
home""
18%"
11%"
Games"created"by"teacher"
1%"
Other"
3%"
Q411"""What"type"of"devices"do"your"students"typically"use"to"access"digital"games"in"your"classroom?""Please"select"all"that"apply."
Q412""What"types"of"digital"games"do"your"students"play"the"most"during"class"Kme?""Please"select"all"that"apply"
13"
EducaKonal"games"that"focus"on"literacy"and"math"are"the"primary"genre"of"digital"games"
used"in"the"classroom."""""""
Genre"of"Digital"Games"Played"
95%"
EducaKonal"games""
31%"
Trivia"games""
Puzzle"or"ManipulaKve"
games"
StudentFdesigned"games"
AcKve"/"Physical"games"
SimulaKon"/"RoleFplaying"
games"
Primary"Content/Subject"Area"of"
EducaKonal"Games""
(n"="436)"
Reading,"vocabulary,"
literacy"skills"
28%"
18%"
13%"
Other"
35%"
Math"
Science"
6%"
10%"
Social"Studies"
AcKon"/"Adventure"games"
50%"
7%"
3%"
Other"
3%"
7%"
"
Q413."""What"genre"of"digital"games"do"your"students"play"during"class"Kme?"Please"select"all"that"apply."
Q413B"""What"is"the"primary"content"or"subject"area"represented"in"the"educaKonal"digital"games"you"use?""Please"select"one"response.
14"
ThreeFfi`hs"of"teachers"say"they"have"seen"students"become"beQer"collaborators"and"have"increased"
aQenKon"to"specific"tasks."The"same"proporKon"also"feel"that"lowerFperforming"students"show"
increased"engagement"with"content.""
"
When"asked"specifically"about"lowerFperforming"students,"teachers"say"that"digital"game"technology"
engages"and"moKvates"students"(69%),"makes"it"easier"to"teach"groups"of"mixed"ability"(62%)"and"
enables"them"(teachers)"to"personalize"instrucKon"(60%).""
ObservaKons"Since"IntegraKng"
Digital"Games"
PosiKve"collaboraKons"
between"students""
60%"
Sustained"aQenKon"to"specific"
tasks""
59%"
Lower"performing"students"
show"increased"engagement"
with"content""
OpportuniKes"for"students"to"
discuss"safe/responsible"use"of"
technology"
Delays"in"delivering"content"or"
curriculum"
56%"
33%"
8%"
ObservaKons"Among"Lower"Performing"
Students"
Digital"games"engage"and"moKvate"
these"students"
69%"
Use"makes"it"easier"to"teach"
students"in"groups"of"mixed"ability"
62%"
Use"allows"me"to"personalize"
instrucKon,"effecKvely"track/assess"
60%"
Use"encourages"higher"aQendance"
and"fewer"disciplinary"problems"
33%"
Too"much"use"may"be"a"reason"why"
students"are"not"performing"
Increased"conflict"between"
students""
5%"
Use"o`en"leads"to"behavioral"issues"
None"of"the"above""
7%"
None"of"the"above"
10%"
8%"
4%"
Q416"""Since"integraKng"digital"games"into"your"teaching,"have"you"observed"any"of"the"following"classroom"situaKons?"
Q417"""In"considering"the"students"in"your"class"who"are"performing"below"average,"please"indicate"all"of"following"observaKons"which"apply."
15"
When"asked"about"which"aspect"of"digital"games"stands"out"most,"their"responses"are"evenly"
distributed"across"several"dimensions."Aligns"with"Common"Core"Standards"got"the"most"votes"
with"22%,"followed"by"promotes"collaboraKon"(18%),"provides"content"delivery"without"direct"
instrucKon"(16%),"and"students"using"games"independently"(16%).""
Most"Valuable"Quality"of"Digital"Games"
22%"
18%"
16%"
16%"
13%"
12%"
2%"
Aligns"with"Common"
Core"Standards"
Promotes"
collaboraKon"
between"students"
Provides"content" Students"use"games"
Provides"an"
delivery"without" independently"and" alternaKve"way"to"
direct"instrucKon" require"liQle"oneFonF
assess"lower"
one"aQenKon"
performing"students"
1%"
Provides"data"for" PracKce,"Enrichment" Some""other"quality"
assessment"
Q419"""Which"quality"of"digital"games"do"you"find"most"valuable?"
16"
Cost"and"Lack"of"Technology"Resources"are"deemed"by"teachers"to"be"the"greatest"barriers"to"the"
use"of"digital"games"in"the"classroom,"51%"and"46%,"respecKvely.""Emphasis"on"standardized"
scores"is"also"considered"to"be"a"barrier"by"38%"of"teachers."
"
While"only"11%"of"teachers"indicate"the"lack"of"support"from"both"parents"or"school"
administrators"presents"barriers,"support"for"digital"games"from"these"stakeholders"are"not"
overwhelming:""36%"say"parents"and"27%"say"administrators"are"only"somewhat"or"not"at"all"
supporKve"of"the"use"of"digital"games.""
Greatest"Barriers"Regarding"Use"of"Digital"Games"
51%"
Degree"of"Support"
Somewhat/Not"At"All"SupporKve"""
"
Parents"""""""""""""=""36%"
School"Admins"=""27%"
46%"
38%"
29%"
26%"
13%"
Cost"
Lack"of"
technology"
resources""
12%"
11%"
Emphasis"on" Don't"have"the" Not"sure"where"Unfamiliar"with"Doesn't"fit"with"
Lack"of"
standardized"
to"find"quality" technology"" our"school's" administraKve"
Kme""
test"scores""
games""
support"
current"
curriculum""
11%"
Lack"of"
parental"
support""
9%"
3%"
7%"
Not"sure"how" Other"reason" There"are"no"
to"implement"
barriers"
digital"games""
Q420"""What"are"the"greatest"barriers"for"you"and/or"other"teachers"in"your"school"regarding"the"use"of"digital"games"in"the"classroom?""
Please"select"all"that"apply."
Q425"""On"a"scale"of"1"to"4""where"1"="Not"at"all"supporKve;"2"="Somewhat"supporKve,"3"="Moderately"supporKve,"and"4"="Very"supporKve,"please"rate"the"extent"to"which"each"group"
supports"you"in"using"digital"games"as"a"teaching"tool."
"
17"
The"majority"of"teachers"report"first"learning"about"using"digital"games"from"inFservice"
professional"development"(46%),"followed"by"selfFdirected"study"(35%)."Sourcing"of""
onFgoing"educaKon"about"digital"games"comes"from"other"teachers"within"the"district"(66%),"
beingFselfFtaught"(50%),"and"seminars,"conferences"and"convenKons"(42%)."""""
First"Learned"About"Digital"Games"
In"a"preF
service"
teacher"
preparaKon"
program"
(prior"to"
starKng"work"
as"a"teacher),"
12%"
From"my"
students"or"
my"own"
children,"7%"
Other,"0%"
Sources"for"Ongoing"Learning"About"Digital"
Games"
Other"teachers"within"my"
school/district"
SelfFdirected"
study,"35%"
66%"
50%"
Self"taught"
Seminars,"conferences,"
convenKons"
42%"
Online"discussion"forums"for"
educators""
30%"
21%"
Video"tutorial"sharing"sites"
Through"inF
service"
professional"
development"
(a`er"
beginning"
work"as"a"
teacher),"46%"
Online"discussion"forums"for"
gamers"
Social"networks"
GameFspecific"communiKes"
Some"other"source"
I"do"not"go"anywhere"
Q423"""How"did"you"first"learn"about"using"digital"games"in"the"classroom?"
Q424"""Where"do"you"go"for"ongoing"professional"learning"about"integraKng"digital"games"into"your"teaching"pracKce?"
15%"
12%"
7%"
1%"
5%"
18"
The"relaKonships"between"three"dimensions"among"teachers"(comfort"level"with"technology,"
expected"allocaKon"of"budget"over"the"next"three"years"and"esKmated"classroom"dollar"spend)"
appears"to"heavily"influence"the"opinions"of"teachers"regarding"how"classroomFbased"digital"
technology"can"impact"students."""
"
Where"there"is"greater"comfort"with"the"technology,"higher"expected"allocaKon"of"budget"and"
higher"expected"annual"classroom"spend,"the"following"also"occur:""""
"
•  Students"access"a"greater"variety"of"technology"types"(e.g."InteracKve"Whiteboards"and"iPads"
and"tablets)"and"genres"of"games"(e.g,"trivia"and"puzzles)""
•  The"technology"is"used"much"more"frequently""
•  Teachers"observe"greater"collaboraKon"among"students"and"more"sustained"focus"on"specific"
tasks""
•  More"posiKve"impact"on"lowerFperforming"students,"such"as"engaging"students,"enabling"
personalized"aQenKon,"teaching"groups"of"with"varying"abiliKes"and"improving"student"
aQendance""""
"
"
"
"
19"
Comfort)
Level)
Annual)Classroom)Spend)
Very))
N=237"
BoDom)3))
N=268"
More))
N=184"
Same))
N=222"
Less))
N=99"
<)$50)
N=157"
$50)+)
N=144"
47%"
100%"
F"
51%"
42%"
50%"
45%"
58%"
PC"or"Mac"
85%"
87%"
84%"
82%"
88%"
86%"
88%"
85%"
InteracKve"whiteboard""
62%"
67%"
58%"
69%"
57%"
60%"
56%"
70%"
iPad"or"other"tablet""
25%"
31%"
20%"
33%"
19%"
25%"
18%"
39%"
Created"for"educaKon""
92%"
92%"
91%"
92%"
94%"
87%"
93%"
93%"
Created"for"home"but"adapted"
18%"
23%"
13%"
21%"
15%"
16%"
15%"
26%"
EducaKonal""
95%"
96%"
94%"
92%"
98%"
94%"
92%"
96%"
Trivia""
31%"
37%"
25%"
35%"
28%"
27%"
26%"
45%"
Puzzles""
28%"
35%"
22%"
32%"
24%"
31%"
26%"
42%"
Base)
Total)
N=505"
Expected)Budget)
Alloca/on)
Q410)O)Comfort)Level)with)Technology))
"Very"Comfortable"(Top"box)"
Q411)O)Devices)Used)to)Access)Games))
Q412)O)Types)of)Games)Played)
Q413)O)Genre)of)Games)Played)
Q413b)O)Primary)Content)of)Educa/onal)Games)*)
Reading/Literacy""
50%"
49%"
51%"
57%"
46%"
47%"
41%"
61%"
Math""
35%"
37%"
32%"
28%"
38%"
39%"
34%"
31%"
Everyday""
18%"
27%"
11%"
22%"
15%"
18%"
12%"
29%"
2"F"4"Kmes"a"week""
32%"
37%"
28%"
36%"
30%"
31%"
26%"
38%"
Q415)O)Frequency)of)Use))
*"Asked"only"of"those"that"selected"“EducaKonal”"in"Q413"
20"
Comfort)
Level)
Base)
Total)
N=505"
Expected)Budget)
Alloca/on)
Annual)Classroom)Spend)
Very))
N=237"
BoDom)3))
N=268"
More))
N=184"
Same))
N=222"
Less))
N=99"
<)$50)
N=157"
$50)+)
N=144"
Q416)O)Observa/ons)aZer)Integra/ng)Technology)
PosiKve"collaboraKon"between"
students""
60%"
69%"
51%"
63%"
58%"
58%"
55%"
77%"
Sustained"aQenKon""
59%"
62%"
55%"
63%"
57%"
55%"
59%"
67%"
OpportuniKes"to"discuss"safe"
technology"use"
33%"
42%"
24%"
39%"
29%"
29%"
32%"
44%"
Q417)O)Observa/ons)of)Lower)Performing)Students)
Engages"and"moKvates"to"master"
skills"
69%"
73%"
65%"
70%"
69%"
65%"
65%"
72%"
Easier"to"teach"in"mixed"groups""
62%"
68%"
57%"
66%"
63%"
54%"
54%"
74%"
Enables"personalized"instrucKon"
and"assessment""
60%"
64%"
56%"
63%"
60%"
54%"
56%"
72%"
Encourages"beQer"aQendance""
33%"
40%"
26%"
34%"
31%"
33%"
26%"
49%"
Cost""
51%"
56%"
47%"
49%"
51%"
58%"
49%"
58%"
Lack"of"tech"resources""
46%"
47%"
44%"
36%"
50%"
54%"
54%"
36%"
Not"enough"Kme""
29%"
27%"
30%"
22%"
34%"
30%"
36%"
17%"
Not"sure"where"to"find"quality"
games""
26%"
23%"
28%"
26%"
29%"
18%"
31%"
19%"
Q420)O)Barriers)to)Using)Technology))
Q423)O)How)First)Learned)about)Technology))
InFservice"development""
46%"
40%"
52%"
53%"
41%"
46%"
33%"
50%"
SelfFdirected"
35%"
41%"
29%"
29%"
38%"
36%"
49%"
26%"
PreFservice"prep"program"
12%"
13%"
11%"
11%"
12%"
13%"
10%"
17%"
21"
The"Teacher"Adtudes"about"Digital"Games"in"the"Classroom"survey"is"part"of"research"being"
conducted"by"the"Games"and"Learning"Publishing"Council"with"the"aim"of"idenKfying"areas"of"
innovaKon"in"the"games"and"learning"space."The"Games"and"Learning"Publishing"Council,"
convened"by"the"Cooney"Center"and"EFLine"Media,"is"generously"funded"by"the"Bill"&"Melinda"
Gates"FoundaKon,"the"John"S."and"James"L."Knight"FoundaKon."This"survey"was"conducted"in"
collaboraKon"with"and"support"from"BrainPOP."
"
Conducted"by"VeraQuest,"Inc.,"the"survey"sampled"505"U.S."school"teachers"online"within"the"United"States"in"March"2012."
Respondents"were"randomly"selected"from"a"targeted"panel"of"classroom/specialist"teachers"of"kindergarten"through"eighth"
grade"to"be"generally"proporKonal"of"the"demographic"strata"of"total"U.S."teachers."The"esKmated"sampling"error"for"the"sample"
of"505"respondents"is"+/F"4.4%"at"a"95%"confidence"level."These"statements"conform"to"the"principles"of"disclosure"of"the"NaKonal"
Council"on"Public"Polls."
"
"
"
"
www.joanganzcooneycenter.org)
)
22"