Teacher Attitudes about Digital Games in the Classroom...2" Conclusions)and)Implica/ons))""" " " "...

23
Prepared by: VeraQuest, Inc. Date of Survey: March 15-26, 2012 Teacher Attitudes about Digital Games in the Classroom

Transcript of Teacher Attitudes about Digital Games in the Classroom...2" Conclusions)and)Implica/ons))""" " " "...

  • Prepared by: VeraQuest, Inc.

    Date of Survey: March 15-26, 2012

    Teacher Attitudes about Digital Games in the Classroom

  • 1"

    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"

    ""

  • 2"

    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.""

    """""

  • 3"

    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."

    """""

  • 4"

    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"classroomFbased"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.""""

    """""

  • 5"

    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.""

    ""

  • 6"

    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.""

    "

  • 7"

    Classroom"Teachers"Who"Use"Digital"Games"

    (n=505)"

    Grades"Taught""

    (KF5)"F"69%" (6F8)"F"44%"

    Subjects"Taught"

    "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"

    Public,"86%"Independent,"7%"Parochial,"7%"

    Rural,"23%"Suburban,"49%"Urban,"28%"

    Student"Family"Income"

    Affluent,"6%""Middle"Income,"42%"Low"Income,"52%"

  • 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"

  • 10"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?.""

    1%"11%"

    41%"47%"

    Not"at"all"comfortable"

    Slightly"comfortable"

    Moderately"comfortable"

    Very"comfortable"

    Comfort"Level"Using"Digital"Games"as"a"Teaching/Learning"Tool"

    18%"

    32%" 29%"

    15%"5%"

    Every""day" 2"to"4"days"per"week"

    About"once"per"week"

    About"1F3"Kmes"per"month"

    Less"o`en"than"once"per"month"

    (K-5) Teachers use more frequently than

    (6-8) teachers (57% vs. 38%)

    50%

    Frequency"of"Digital"Game"Use"

    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.""""

  • 11"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?"

    20%"

    3%"

    8%"

    12%"

    17%"

    40%"

    $0"

    $1"F"$19"

    $20F$49"

    $50F$99"

    $100"or"more"

    Not"sure"

    More"resources"

    36%"

    Less"resources"

    20%"

    Same"amount"of"resources"

    44%"

    Amount"Spent"Per"Year""On"Digital"Games" Expected"AllocaKon"For"Digital"Games"

    Over"Next"3"Years"

    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"fullFthird"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.""

  • 12"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?""

    45%"58%"

    %"Very"Comfortable"Using"Digital"Games""by"Annual"Classroom"Spend"

  • 13"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"

    3%"

    1%"

    11%"

    18%"

    92%"

    Other"

    Games"created"by"teacher"

    Games"created"for"a"general"audience"and"typically"used"at"

    home""

    Games"created"for"home"use"that"have"been"widely"adapted"for"an"

    educaKonal"environment""

    Games"created"for"an"educaKonal"audience"and"typically"used"in"the"

    classroom""

    Types"of"Digital"Games"Played"

    1%"

    1%"

    6%"

    12%"

    25%"

    62%"

    85%"

    Smart"phones/phones"

    Other"

    Portable"gaming"device"

    TV"gaming"console"

    iPad"or"other"tablet"

    InteracKve"whiteboard"

    Mac"or"PC"computer"

    Types"of"Devices"Used"to"Access"Digital"Games"

    An"overwhelming"percent"of"teachers"(85%)"say"that"students"use"PC’s"or"Mac’s"and"about"twoFfi`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.""""""

  • 14"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."

    3%"

    7%"

    10%"

    13%"

    18%"

    28%"

    31%"

    95%"

    Other"

    AcKon"/"Adventure"games"

    SimulaKon"/"RoleFplaying"games"

    AcKve"/"Physical"games"

    StudentFdesigned"games"

    Puzzle"or"ManipulaKve"games"

    Trivia"games""

    EducaKonal"games""

    7%"

    3%"

    6%"

    35%"

    50%"

    Other"

    Social"Studies"

    Science"

    Math"

    Reading,"vocabulary,"literacy"skills"

    Genre"of"Digital"Games"Played" Primary"Content/Subject"Area"of"EducaKonal"Games""

    (n"="436)"

    EducaKonal"games"that"focus"on"literacy"and"math"are"the"primary"genre"of"digital"games"used"in"the"classroom."""""""

  • 15"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."

    7%"

    5%"

    8%"

    33%"

    56%"

    59%"

    60%"

    None"of"the"above""

    Increased"conflict"between"students""

    Delays"in"delivering"content"or"curriculum"

    OpportuniKes"for"students"to"discuss"safe/responsible"use"of"

    technology"

    Lower"performing"students"show"increased"engagement"

    with"content""

    Sustained"aQenKon"to"specific"tasks""

    PosiKve"collaboraKons"between"students""

    4%"

    8%"

    10%"

    33%"

    60%"

    62%"

    69%"

    None"of"the"above"

    Use"o`en"leads"to"behavioral"issues"

    Too"much"use"may"be"a"reason"why"students"are"not"performing"

    Use"encourages"higher"aQendance"and"fewer"disciplinary"problems"

    Use"allows"me"to"personalize"instrucKon,"effecKvely"track/assess"

    Use"makes"it"easier"to"teach"students"in"groups"of"mixed"ability"

    Digital"games"engage"and"moKvate"these"students"

    ObservaKons"Since"IntegraKng"Digital"Games"

    ObservaKons"Among"Lower"Performing"Students"

    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%).""

  • 16"Q419"""Which"quality"of"digital"games"do"you"find"most"valuable?"

    1%"2%"

    12%"13%"16%"16%"18%"

    22%"

    Some""other"quality"PracKce,"Enrichment"Provides"data"for"assessment"

    Provides"an"alternaKve"way"to"

    assess"lower"performing"students"

    Students"use"games"independently"and"require"liQle"oneFonF

    one"aQenKon"

    Provides"content"delivery"without"direct"instrucKon"

    Promotes"collaboraKon"

    between"students"

    Aligns"with"Common"Core"Standards"

    Most"Valuable"Quality"of"Digital"Games"

    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%).""

  • 17"

    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.""

    7%"3%"

    9%"11%"11%"12%"13%"

    26%"29%"38%"

    46%"51%"

    There"are"no"barriers"

    Other"reason"Not"sure"how"to"implement"digital"games""

    Lack"of"parental"support""

    Lack"of"administraKve"

    support"

    Doesn't"fit"with"our"school's"current"

    curriculum""

    Unfamiliar"with"technology""

    Not"sure"where"to"find"quality"

    games""

    Don't"have"the"Kme""

    Emphasis"on"standardized"test"scores""

    Lack"of"technology"resources""

    Cost"

    Greatest"Barriers"Regarding"Use"of"Digital"Games"

    Degree"of"Support"Somewhat/Not"At"All"SupporKve"""

    "Parents"""""""""""""=""36%"School"Admins"=""27%"

    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.""

  • 18"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?"

    Other,"0%"

    From"my"students"or"my"own"

    children,"7%"

    In"a"preFservice"teacher"

    preparaKon"program"(prior"to"

    starKng"work"as"a"teacher),"

    12%"

    SelfFdirected"study,"35%"

    Through"inFservice"

    professional"development"

    (a`er"beginning"work"as"a"

    teacher),"46%"

    5%"

    1%"

    7%"

    12%"

    15%"

    21%"

    30%"

    42%"

    50%"

    66%"

    I"do"not"go"anywhere"

    Some"other"source"

    GameFspecific"communiKes"

    Social"networks"

    Online"discussion"forums"for"gamers"

    Video"tutorial"sharing"sites"

    Online"discussion"forums"for"educators""

    Seminars,"conferences,"convenKons"

    Self"taught"

    Other"teachers"within"my"school/district"

    First"Learned"About"Digital"Games"Sources"for"Ongoing"Learning"About"Digital"

    Games"

    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%)."""""

  • 19"

    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""""

    """""""""""" """" "

  • Total)

    Comfort)Level)

    Expected)Budget)Alloca/on) Annual)Classroom)Spend)

    Very)) BoDom)3)) More)) Same)) Less))

  • Total)

    Comfort)Level)

    Expected)Budget)Alloca/on) Annual)Classroom)Spend)

    Very)) BoDom)3)) More)) Same)) Less))

  • 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"