If you missed Julie Evans’s session with Kari Stubbs, Robert Miller, and Matthew Brown about digital content and games yesterday at ISTE 2015, you can still download our white paper with BrainPOP that explores transformative teaching. Check out some information below:
As the new school year starts, K-12 education leaders all across the country are re-focusing their efforts on providing students with learning experiences that develop the college, career and civic readiness skills so highly coveted by higher education, employers and policymakers. In many districts, this means a significant change in curriculum and classroom teaching methodologies. Not surprisingly, school and district leaders are increasingly interested in exploring new roles for the use of emerging technologies to support this transformation of the classroom learning process.
In this whitepaper we examine the evolving role of digital content to support student learning from the perspective of the classroom teacher and the school principal. Starting with a broad review of digital content use to empower transformed learning experiences, this white paper delves specifically into the emerging role of digital games to both engage students and enable a new classroom environment.
Key Findings include:
- Over one-third of elementary teachers (35 percent) and 1 of 5 middle school teachers (21 percent) report regular usage of digital games within their classroom.
- These game-using teachers see the primary benefit of digital games as increased student engagement in learning (88 percent); 72 percent of digital principals agree.
- Teachers who are using digital games in their classroom have a greater appreciation for the overall impact of technology on student outcomes and teacher effectiveness.
- 60 percent of school principals say that having enough computers or devices with Internet access is a major obstacle to the greater adoption of digital content in their schools.
- Both teachers and school principals share a common set of determinants for evaluating the quality of digital content.
Engaging Students, Empowering Learning: New Roles for Digital Content and Games in the Classroom
is a special collaboration between BrainPOP® and Project Tomorrow®. Click here
to download a copy of the report.
Julie Evans will be hosting her second Twitter chat TOMORROW (Tuesday, October 28th)! Join her at 8pm ET to discuss digital content and games. Check out some information below:
Digital Content and Games in the Classroom
Time: Tuesday, October 28th at 8PM ET/7PM CT/5PM PT
Additionally, the following questions will be discussed during the chat:
- Thinking beyond engagement, what are the most important benefits of using digital content and games within instruction?
- How does the use of digital content in the classroom help students develop college and career ready skills?
- What barriers or obstacles prevent teachers and administrators from expanding their use of digital content or games in the classroom?
- What is the best determinant of quality in evaluating digital content and games for classroom use?
If participating, be sure to use the hashtag #SUchat in your Tweets! We hope to see you on Twitter tomorrow night at 8pm ET! Click here to sign up and receive a reminder for tomorrow’s chat.
What: Engaging Students, Empowering Learning – New Roles for Digital Content and Games in the Classroom
Who: Julie Evans, Robert Miller, and BrainPOP
When: Wednesday, September 17 at 3:30PM EST
Research tells us that engaging students in learning has the potential to improve achievement; teachers know that instinctively. But how to increase student engagement is still often an elusive concept in many classrooms. Promising new developments in the use of digital content, and specifically digital and online educational games, in elementary and middle school classrooms aim to make that connection between student engagement and empowered learning more explicit. In this webinar, Julie Evans, CEO of Project Tomorrow, will introduce a new white paper that highlights Speak Up research findings around teacher and student use of digital content and games for learning, and how administrators are increasingly supporting those efforts. And Robert Miller, 5th grade teacher from Daytona Beach, Florida, will share examples of how digital content and games are transforming his classroom today. With a combination of research findings and classroom practices, this webinar will provide you with new strategies and ideas to use in your classrooms this year!
About BrainPOP: Founded in 1999, BrainPOP creates animated, curricular content that engages students, supports educators, and bolsters achievement. Their award-winning online educational resources include BrainPOP Jr. (K-3), BrainPOP, BrainPOP Español, and, for English language learners, BrainPOP ESL. BrainPOP is also home to GameUp, an educational games portal for the classroom.