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Digital Gaming in Classrooms Seen Gaining Popularity
The survey, which consisted of responses from a random sample of 505 teachers of those grades across the country in March of this year, found that 50 percent of the teachers reported using digital games in classroom instruction for at least two days a week.

Many teachers who took part in the survey reported a variety of benefits from using digital games.

The vast majority of respondents—70 percent—said that games increased students’ motivation and engagement with the curriculum. Roughly 60 percent said games made it easier to personalize instruction, teach a range of learners effectively, collect meaningful data, and better assess students’ knowledge.

The biggest barriers to game use in classrooms cited by respondents were cost (50 percent), followed by inadequate access to technology (46 percent). An emphasis on standardized tests was another barrier, cited by 38 percent of respondents.

http://www.joanganzcooneycenter.org/images/presentation/jgcc_teacher_survey.pdf


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