Teachers’ Voice on Using Games in Classrooms
Based on new research conducted by the Joan Ganz Cooney Center at Sesame Workshop and BrainPOP, Allisyn Levy highlighted teachers’ candid attitudes and beliefs about the future of games in the classroom in this presentation. What types of games are played? What type of games are on their wish list of educational tools? What type of devices are used to access games? All are in numbers of percentage. It’s delivered at Casual Connect Seattle, July 2012.
Although most teachers have positive voice on using games in teaching and learning, including increasing motivation and engagement, effective leveling lessons, personalizing instruction. Top three perceived barriers are cost, access to technology resources, and emphasis on standardized testing.
This presentation from Allisyn Levy can be downloaded here. DOWNLOAD SLIDES
Note : BrainPop GameUp curates educational games from different sources for easier access for students and teachers.