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Big Jump in Use of Games, Videos in K-12 Schools, Survey Finds

Marketplace K-12

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. Connect what they are learning to the real world (54 percent). Fit their learning styles (53 percent).

Survey 273
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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.

Survey 40
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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!

PLE 57
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Helping Others Along – Motivation Theory and the SAMR Model

techlearning

As innovators and early adopters of emerging technology we often find ourselves in the situation to help our colleagues. How do we best help them to understand the value of new technology and how it might benefit their students lives (rather than how might it help my fit into their classroom).

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An audience with.

Learning with 'e's

I worked alongside them and we soon had our first success, when one of my BA students, Dan Kennedy was successful in publishing his work in an online open access journal called The Student Educator. Dan''s piece was a well written, insightful piece on the future of virtual learning environments and is well worth a read.

Wiki 60
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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. At West Pender Middle School in Burgaw, N.C.,