Remove 2010 Remove Accessibility Remove Education Remove Game-Based Learning
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Big Jump in Use of Games, Videos in K-12 Schools, Survey Finds

Marketplace K-12

Cross-posted from the Digital Education blog. The number of American teachers using games in classrooms–particularly with younger students–has doubled over the past six years, according to a large survey released last week that measures national ed-tech use. based nonprofit Project Tomorrow.

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IXL Learning Acquires ABCya, Expands Game-Based Learning Offerings

techlearning

Today, IXL Learning , the K-12 personalized learning platform, announced it has acquired ABCya , the creator of more than 400 educational computer games and apps for kids. Since 2004, ABCya has provided students from pre-K to 5th grade with access to hundreds of educational games and apps.

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Survey: Teachers now use twice as much gaming and video in the classroom

eSchool News

The national report, From Print to Pixel: The role of videos, games, animations and simulations within K-12 education , reveals that in 2010, only 23 percent of surveyed teachers said they used games, compared to 48 percent of those surveyed in 2015. How are students self-directing learning beyond the classroom?

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Games for girls

Learning with 'e's

A 3rd year research assignment by one of my students Lucy Kitching (which I subsequently collaborated on and helped her re-write for publication) has appeared in the current issue of the prestigious and highly accessed online open access journal European Journal of Open, Distance and E-Learning. Congratulations Lucy!

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Helping Others Along – Motivation Theory and the SAMR Model

techlearning

This mantra in education particularly in adopting emerging technology is incredibly important. But, overall, you know, on average, that I’m making a difference for kids and that they’re learning from me.”1 Time savings and workflow efficiency are super important for educators but they need to see what you mean as well.

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An audience with.

Learning with 'e's

John Dewey advocated ''learning by doing'' and Seymour Papert called it ''learning by making''. These are theories that guide many educators today. Normally, in higher education, students write for an audience of one. It is also superb preparation for anyone who is about to embark on a career in education.

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Reading, Writing, Gaming

Educator Innovator

Research on how video games can promote literacy shows that gamers want to understand game-related text badly enough to correct their own reading mistakes. Increasingly, classroom teachers and even entire schools are using games to build students’ reading and writing skills.