Teaching

Digital Gaming in Classrooms Seen Gaining Popularity

By Katie Ash — May 02, 2012 3 min read
  • Save to favorites
  • Print

Half of K-8 teachers say digital games have become a regular and beneficial part of today’s classroom, according to a survey by the Joan Ganz Cooney Center at Sesame Workshop, a nonprofit research organization that studies children’s learning through digital media.

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.

Eighteen percent reported using games daily. Elementary school teachers tended to use digital games more often than middle school teachers did, with 57 percent of K-5 teachers reporting using games compared with 38 percent of middle school teachers.

“We were really surprised by the number of teachers who were using digital games on a very frequent basis,” said Jessica Millstone, a research consultant for the New York City-based Joan Ganz Cooney Center and an adjunct professor at Bank Street College, also in New York.

In the survey, a game was defined as any interactive digital activity, including simulations, in which students participated using any of a variety of devices, such as desktop computers, laptops, tablets, game consoles, and mobile devices.

Kurt Squire, the director of educational research at the Wisconsin Institutes for Discovery, a public-private research collaboration at the University of Wisconsin-Madison, cautioned against reading too much into the data.

“This number probably includes simple trivia-style games, which aren’t necessarily the kind of learning environments learning scientists might advocate,” he said. “It is encouraging for the nascent field and industry of games for learning to see this marketplace expanding. ... The real question, though, is are they good games that promote good learning principles?”

Increased Engagement

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.

Almost all the teachers surveyed who said they used games reported that they used ones specifically designed for education, and the games most often corresponded with literacy (50 percent) and math (35 percent). Only 18 percent of the teachers reported adapting commercial games for educational use.

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

In addition to the survey, three video case studies of teachers using games accompany the data.

The survey was conducted in collaboration with BrainPOP, a for-profit business in New York City that creates educational digital resources and games for students, and the Joan Ganz Cooney Center.

The study is part of research being conducted by the newly formed Games and Learning Publishing Council, an initiative at the Joan Ganz Cooney Center funded in part by the Bill & Melinda Gates Foundation. (Editorial Projects in Education, the nonprofit publisher of Education Week, also receives Gates Foundation support. Virginia B. Edwards, the president of EPE and editor-in-chief of Education Week, is a member of the Games and Learning Publishing Council.)

The council seeks to map the evolving market in game-based learning, creating a framework to guide capital into productive new investments in that sector. In addition, the council will provide periodic reports about trends in game-based learning and case studies detailing best practices and successful products and models in that market.

A version of this article appeared in the May 09, 2012 edition of Education Week as Growing Use of Digital Games in K-8 Fueled by Teachers, Survey Finds

Events

This content is provided by our sponsor. It is not written by and does not necessarily reflect the views of Education Week's editorial staff.
Sponsor
Professional Development Webinar
Grow Leaders, Keep Teachers: Leadership Development as a Staffing Strategy
Find out how to turn leadership development into a staffing strategy and grow your next generation of school leaders from within.
Content provided by Frontline Education
This content is provided by our sponsor. It is not written by and does not necessarily reflect the views of Education Week's editorial staff.
Sponsor
Teaching Webinar
Closing the Practice Gap: Essential Insights for Leaders
Three instructional experts will share strategies for making students’ reading and math practice more engaging and impactful this year.
Content provided by Renaissance

EdWeek Top School Jobs

Teacher Jobs
Search over ten thousand teaching jobs nationwide — elementary, middle, high school and more.
View Jobs
Principal Jobs
Find hundreds of jobs for principals, assistant principals, and other school leadership roles.
View Jobs
Administrator Jobs
Over a thousand district-level jobs: superintendents, directors, more.
View Jobs
Support Staff Jobs
Search thousands of jobs, from paraprofessionals to counselors and more.
View Jobs

Read Next

Teaching This Teacher Is Using Jimothy, the Viral Raccoon, to Teach Kids Inclusivity
A teacher will incorporate the viral raccoon into her classroom to spark conversations about inclusivity.
2 min read
Fans wave signs for "Jimothy," a raccoon in a viral video from Seattle, during a baseball game between the Seattle Mariners and the Cincinnati Reds, Tuesday, July 21, 2026, in Seattle. (AP Photo/Lindsey Wasson)
Fans wave signs for "Jimothy," a raccoon in a viral video from Seattle, during a baseball game between the Seattle Mariners and the Cincinnati Reds, on July 21, 2026, in Seattle. The internet-famous raccoon can teach kids about kindness and wildlife, according to a teacher in Seattle.
Lindsey Wasson/AP
Teaching Opinion How to Lighten the Mental Load of Teaching: 4 Teacher-Tested Steps
A veteran teacher offers efficient approaches to make the new school year less stressful.
Katherine Efremkin
5 min read
Animated illustration of a brain that begins with a brain drawn with tangled lines that stretch out and transform into a straight line.
Illustration by Emily Wright for Education Week
Teaching Opinion How to Turn Around Challenging Relationships With Your Students
Two veteran teachers share advice for connecting with each of your students.
5 min read
Conceptual illustration of classroom conversations and fragmented education elements coming together to form a cohesive picture of a book of classroom knowledge.
Sonia Pulido for Education Week
Teaching Q&A How the World Cup Can Build Students' Sense of Belonging
A pair of healthcare researchers say simple activities tied to the mega-competition can support mental health.
8 min read
Morocco's Achraf Hakimi (2) and France's Kylian Mbappe (10) hug after the World Cup quarterfinal soccer match between France and Morocco in Foxborough, Mass., near Boston, on July 9, 2026.
Morocco's Achraf Hakimi, in the red jersey, embraces France's Kylian Mbappe after the World Cup quarterfinal between France and Morocco on July 9, 2026. Mental health experts see creative options for engaging students through the competition.
Steven Senne/AP