Teaching

Digital Gaming in Classrooms Seen Gaining Popularity

By Katie Ash — May 02, 2012 3 min read
  • Save to favorites
  • Print

Half of K-8 teachers say digital games have become a regular and beneficial part of today’s classroom, according to a survey by the Joan Ganz Cooney Center at Sesame Workshop, a nonprofit research organization that studies children’s learning through digital media.

The survey, which consisted of responses from a random sample of 505 teachers of those grades across the country in March of this year, found that 50 percent of the teachers reported using digital games in classroom instruction for at least two days a week.

Eighteen percent reported using games daily. Elementary school teachers tended to use digital games more often than middle school teachers did, with 57 percent of K-5 teachers reporting using games compared with 38 percent of middle school teachers.

“We were really surprised by the number of teachers who were using digital games on a very frequent basis,” said Jessica Millstone, a research consultant for the New York City-based Joan Ganz Cooney Center and an adjunct professor at Bank Street College, also in New York.

In the survey, a game was defined as any interactive digital activity, including simulations, in which students participated using any of a variety of devices, such as desktop computers, laptops, tablets, game consoles, and mobile devices.

Kurt Squire, the director of educational research at the Wisconsin Institutes for Discovery, a public-private research collaboration at the University of Wisconsin-Madison, cautioned against reading too much into the data.

“This number probably includes simple trivia-style games, which aren’t necessarily the kind of learning environments learning scientists might advocate,” he said. “It is encouraging for the nascent field and industry of games for learning to see this marketplace expanding. ... The real question, though, is are they good games that promote good learning principles?”

Increased Engagement

Many teachers who took part in the survey reported a variety of benefits from using digital games.

The vast majority of respondents—70 percent—said that games increased students’ motivation and engagement with the curriculum. Roughly 60 percent said games made it easier to personalize instruction, teach a range of learners effectively, collect meaningful data, and better assess students’ knowledge.

Almost all the teachers surveyed who said they used games reported that they used ones specifically designed for education, and the games most often corresponded with literacy (50 percent) and math (35 percent). Only 18 percent of the teachers reported adapting commercial games for educational use.

The biggest barriers to game use in classrooms cited by respondents were cost (50 percent), and inadequate access to technology (46 percent). An emphasis on standardized tests was another barrier, cited by 38 percent of respondents.

In addition to the survey, three video case studies of teachers using games accompany the data.

The survey was conducted in collaboration with BrainPOP, a for-profit business in New York City that creates educational digital resources and games for students, and the Joan Ganz Cooney Center.

The study is part of research being conducted by the newly formed Games and Learning Publishing Council, an initiative at the Joan Ganz Cooney Center funded in part by the Bill & Melinda Gates Foundation. (Editorial Projects in Education, the nonprofit publisher of Education Week, also receives Gates Foundation support. Virginia B. Edwards, the president of EPE and editor-in-chief of Education Week, is a member of the Games and Learning Publishing Council.)

The council seeks to map the evolving market in game-based learning, creating a framework to guide capital into productive new investments in that sector. In addition, the council will provide periodic reports about trends in game-based learning and case studies detailing best practices and successful products and models in that market.

A version of this article appeared in the May 09, 2012 edition of Education Week as Growing Use of Digital Games in K-8 Fueled by Teachers, Survey Finds

Events

Recruitment & Retention Webinar EdRecruiter 2025 Survey Results: The Outlook for Recruitment and Retention
See exclusive findings from EdWeek’s nationwide survey of K-12 job seekers and district HR professionals on recruitment, retention, and job satisfaction. 
Jobs Virtual Career Fair for Teachers and K-12 Staff
Find teaching jobs and K-12 education jubs at the EdWeek Top School Jobs virtual career fair.
This content is provided by our sponsor. It is not written by and does not necessarily reflect the views of Education Week's editorial staff.
Sponsor
School & District Management Webinar
How District Leaders Align Curriculum, Assessment, and Instruction for Student Success
Join K-12 leaders as they share strategies for aligning curriculum, assessment, and instruction to support all learners.
Content provided by Otus

EdWeek Top School Jobs

Teacher Jobs
Search over ten thousand teaching jobs nationwide — elementary, middle, high school and more.
View Jobs
Principal Jobs
Find hundreds of jobs for principals, assistant principals, and other school leadership roles.
View Jobs
Administrator Jobs
Over a thousand district-level jobs: superintendents, directors, more.
View Jobs
Support Staff Jobs
Search thousands of jobs, from paraprofessionals to counselors and more.
View Jobs

Read Next

Teaching Spotlight Spotlight on PreK-12 Problem-Based Learning
This Spotlight will help you learn how to prepare students for the workforce, partner with students on sustainability initiatives, and more.
Teaching Opinion How Teachers Can Care for Their Students and Themselves This Year (Downloadable)
A veteran teacher suggests 8 essential practices to benefit everyone in the classroom.
Justin Parmenter
1 min read
Education and Learning icons in the classroom or online. Idea knowledge of innovative technology, science, and mathematics.
iStock/Getty Images + Education Week
Teaching Opinion Student Motivation Is a Perennial Concern. What Are We Missing?
Even if we want to achieve a goal, there are reasons why we don't. This can explain what's happening with students.
5 min read
Conceptual illustration of classroom conversations and fragmented education elements coming together to form a cohesive picture of a book of classroom knowledge.
Sonia Pulido for Education Week
Teaching Opinion Advice From Over 1,200 Experienced Educators at Your Fingertips
Need help with using AI in the classroom? How about teaching students to write? Or fostering relationships? Plenty is available here.
1 min read
Conceptual illustration of classroom conversations and fragmented education elements coming together to form a cohesive picture of a book of classroom knowledge.
Sonia Pulido for Education Week