Now Available: Next Generation Digital Game-Based Learning in Schools
- August 5, 2016
- Posted by: Hats & Ladders
- Category: White Paper ,
UPDATE (October 2016): After winning the Reach Higher Career App Challenge, Hats & Ladders became its own independent company. However, this White Paper, to which we contributed as part of ThinkZone, may still be useful to developers of digital game-based learning for schools.
ThinkZone is proud to announce the official release of our 2015 White Paper, Next Generation Digital Game-Based Learning in Schools. This paper was written in the spring of 2016 following surveys we conducted of hundreds of in-service K-12 teachers and school administrators to understand their attitudes, practices, and barriers to use of technology and digital game-based learning (DGBL) in the classroom.
What did we find? First, we found that the majority of educators think that DGBL provides students with new ways of learning rather than focusing on content knowledge via textbooks. Also, we discovered that the majority of educators are using DGBL in some capacity and want to use games for more diverse purposes if technology supports. We further identified the sources educators use to find DGBL, the factors that influence which ones they use, and the features most in demand.
In all, we identified 12 Key Findings from the surveys and reported on them in detail in the White Paper. We believe that our findings can be used by game industry to tailor DGBL to educators’ needs and preferences, by educators to garner ideas for the use of technology in education, and by researchers to guide future investigations of DGBL. Read the complete report here: Next Generation Digital Game-Based Learning in Schools.