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"
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