Boosting student achievement with video games
Hey, teachers, do you have low-performing students who have trouble paying attention? The solution could be video games.
That’s according to a survey of nearly 700 teachers* who use games in the classroom, conducted by the Games and Learning Publishing Council. (Potential self-interest noted). Forty-seven percent of teachers said that low-performing students were the main beneficiaries of gaming in the classroom, and 28 percent said students with emotional or behavioral issues benefited most.
Also from the survey of teachers:
- 55 percent use gaming in the classroom at least once a week; 9 percent use it daily.
- 55 percent said the games were most valuable as motivators of low-performing students and special education students.
- 30 percent have students use games individually; 20 percent have kids work in small groups; and 17 percent play as a class.
- Teachers rely most on other teachers for game recommendations.
- Why aren’t more teachers using games? Most cited not enough time. But cost and lack of tech resources were also popular answers.
- The Games and Learning Publishing Council is a coalition of game developers, industry leaders, investors, scholars and education experts focused on expanding game-based learning.
Among the options that appear on both lists is Minecraft, a game that has more than a few teacher devotees. A whole library of Minecraft-based learning games created by enthusiastic educators can be found here.
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