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Julie Evans, Project Tomorrow CEO
July 22, 2014
Twitter: @SpeakUpEd
By the
Numbers:
New Research
on Games and
Learning
Today’s Discussion:
 About Speak Up 2013
 Myth-busting
 Selection of research snacks
 New questions for your consideration
 Discussion time
Speak Up 2013 National Research Project:
Views of K-12 Students, Parents, Teachers,
Librarians and Administrators
(c) Project Tomorrow 2014
Programs:
• Research & evaluation studies
• STEM education programs
• Advocacy for digital learning
(c) Project Tomorrow 2014
Mission: To ensure that today’s
students are prepared to become
tomorrow’s leaders, innovators and
engaged citizens of the world.
Project Tomorrow, a national
education not for profit organization
(c) Project Tomorrow 2014
Annual national research project
 Using online surveys + focus groups
 Surveys for: K-12 Students,Teachers, Parents,Administrators,
Community Members
 Special: Pre-ServiceTeachers in Schools of Education
 Open for all K-12 schools and schools of education
 Schools, districts & colleges receive free report with their own
data
Inform policies, plans & programs
 Local: school stakeholder data
 State: state level data
 Federal: national findings
Speak Up National Research Project
 Learning & Teaching with Technology
 21st Century Skills: Digital Citizenship & Global Awareness
 Math and Science Instruction / Digital Writing
 Students’ Career Interests in STEM
 Professional Development / Teacher Preparation
 Internet Safety / Digital Footprints
 Administrators’ Challenges / Bandwidth Capacity
 Emerging Technologies both in & out of the Classroom
 Mobile Devices, Online Learning, Digital Content, E-texts
 Educational Games, Social Media tools and applications
 Flipped Classroom, Print to Digital, Online Assessments
 Designing the 21st Century School
Speak Up survey question themes
(c) Project Tomorrow 2014
(c) Project Tomorrow 2014
Saluting our Speak Up 2013 Sponsors:
(c) Project Tomorrow 2014
Many thanks to our K-12 National Champion
Outreach Partners:
(c) Project Tomorrow 2014
K-12 Students 325,279
Teachers & Librarians 32,151
Parents (in English & Spanish) 39,986
School/District Administrators 4,530
Community Members (new this year!) 1,346
About the participating schools & districts
o 9,005 schools and 2,710 districts
o 90% public schools – 10% private/parochial/charter/other
o 32% urban / 31% rural / 37% suburban
o 30% school wideTitle 1; 43% majority minority school
o All 50 states + DC + Guam + DODEA schools
National Speak Up 2013 Participation:
403,292
(c) Project Tomorrow 2014
Speak Up 2013
National Reports
www.tomorrow.org
(c) Project Tomorrow 2014
Creating a new digital
learning playbook –
Myth-busting
Why do schools and districts participate in
Speak Up?
.
 Power of local data
 Use data as input for planning
 To justify budget and purchasing decisions
 Inform new initiatives – as an evaluation tool
 As a tool to engage parents
 Use for grant writing and fund development
 Content for professional development
 To counteract mythology
(c) Project Tomorrow 2014
Commonly heard education mythology
“New teachers don’t need any training in how to use
technology within teaching”
“Parents won’t accept online textbooks”
“Online learning undercuts the role of the teacher.”
“There is so much great content online for teachers to use in the
classroom – so, what is the problem?”
“Just put technology XYZ in the classroom and magically students
will learn more!”
“Parents are ready for the Common Core, and eager to support it.”
(c) Project Tomorrow 2014
(c) Project Tomorrow 2014
Three truths and a lie
(c) Project Tomorrow 2014
Let’s test our digital learning
myth-busting skills
Which one is the lie?
1. One-quarter of K-12 teachers have incorporated
games based environments into their teaching
practice.
2. Younger teachers say they don’t need training on
how to incorporate games within learning.
3. Parents are less supportive of the idea of games
within learning than school administrators.
4. The gender gap in game playing disappears if
the students are younger than 8th grade.
 Students function as a “Digital Advance Team”
 Students regularly adopt and adapt emerging technologies
for learning
 Students’ frustrations focus on the unsophisticated use of
technologies within education
 Persistent digital disconnect between students and adults
 Learning is a 24/7 enterprise; school time is only a small
part of the learning day
 Students want a more personalized learning environment –
both in and out of school
What have we learned over the past 11 years?
(c) Project Tomorrow 2014
(c) Project Tomorrow 2014
Social–based learning
Un–tethered learning
Digitally–rich learning
Learning
Games
The Students’ Vision for Digital Learning
(c) Project Tomorrow 2014
Let’s learn more about games & learning
 Who is playing games?
 Are students really playing
educational games?
 What do students say are the
benefits of playing educational
games?
Students are playing games at school for
learning!
.
(c) Project Tomorrow 2014
Playing games for learning:
2007
K-2 students 60%
Gr 3-5 students 47%
Gr 6-8 students 40%
Gr 9-12 students 23%
Growth from 2007 to 2013
.
(c) Project Tomorrow 2014
Playing games for learning:
2007 2013
K-2 students 60% 68%***
Gr 3-5 students 47% 60%***
Gr 6-8 students 40% 48%***
Gr 9-12 students 23% 30%
*** no gender differentiation in frequency of game playing
(c) Project Tomorrow 2014
21%
50%
73%
89%
41%
62%
66%
66%
41%
58%
61%
50%
18%
39%
48%
39%
Gr K-2
Gr 3-5
Gr 6-8
Gr 9-12
Digital Reader Tablet Laptop Smartphone
K-12 Students’ Personal Access to Mobile
Devices
(c) Project Tomorrow 2014
“What mobile device I use depends upon the task”
Read a book?
Take notes in class?
Play games?
Use social
media and play
games?
Create content?
Different tools for different tasks
Students, parents & teachers are all
playing games!
.
(c) Project Tomorrow 2014
Mobile app games?
Middle school students – 31%
High school students – 26%
Parents – 28%
Teachers – 35%
(c) Project Tomorrow 2014
Social media:
tools to connect, collaborate, create
Texting:
2/3rds of students Gr 6-12
(growth of 37% since 2008)
Twitter:
28% of students in Gr 9-12
Creating videos:
28% of students in Gr 6-8
only 15% in 2007
(c) Project Tomorrow 2014
Massively multi-player
online games (MMOG)
¼ of students in Gr 6-8
Facebook
39% of students in Gr 9-12
decrease of 41% since 2007
Social media:
tools to connect, collaborate, create
Students, parents & teachers are all
playing games!
.
(c) Project Tomorrow 2014
Massively multi-player online games?
Middle school students – 23%
High school students – 18%
Students, parents & teachers are all
playing games!
.
(c) Project Tomorrow 2014
Massively multi-player online games?
Middle school students – 23%
High school students – 18%
Parents – 4%
Teachers – 3%
What do students say are the benefits of
playing educational games?
.
(c) Project Tomorrow 2014
Benefits of Games Students
K-2
Students
Gr 3-5
Students
Gr 6-8
Students
Gr 9-12
Helps me understand
difficult learning
concepts
57% 48% 56% 48%
School would be more
fun
48% 43% 52% 44%
Games engage me in
learning
43% 40% 47% 43%
Learn more about a
subject
49% 44% 39% 31%
(c) Project Tomorrow 2014
15%
18%
31%
40%
49%
56%
13%
21%
22%
38%
50%
46%
Tweeted about an academic topic
Found an expert online to answer questions
Used online writing tools
Watched a video to help with homework
Played an online game to learn something
Researched a website to learn more about
a topic
Boys Girls
How Middle School Students are Using
Digital Tools to Self-Direct Learning
Outside of School
(c) Project Tomorrow 2014
What does the future look like for
games and learning?
 Are we building capacity? What
are the interests and aspirations
of teachers and principals?
 Are we all on the same page with
a shared vision for games in
learning?
(c) Project Tomorrow 2014
Teachers’ use of digital content in the
classroom
14%
52%
32%
32%
21%
63%
12%
18%
13%
39%
23%
42%
8%
17%
14%
24%
15%
46%
Videos that I create
Animations
Real time data
Online textbooks
Game environments
Videos that I find online
English teachers Math teachers Science teachers
Why are teachers interested in games
based instruction?
.
(c) Project Tomorrow 2014
Increase student engagement 74%
Address different learning styles 63%
Reinforce understanding 49%
Differentiate instruction 48%
Opportunity to practice skills 46%
25% of teachers say they are regularly
using digital games in their classroom
(c) Project Tomorrow 2014
Disconnect between students and teachers
25%
64%
Teachers
Students
Use of games in a learning setting
Teachers & principals are intrigued –
but how to build capacity?
.
(c) Project Tomorrow 2014
Teachers’ wish list for professional development
 How to find good mobile apps
 How to leverage tablets in my lessons
 How to manage student owned devices in my classroom
 How to find and use interactive games (26%)
 How to create or use videos within instruction
 How to find high quality digital content
 How to differentiate instruction using various technologies
(c) Project Tomorrow 2014
Professional Development
Wish List
1st year 1-3 4-10 11-15 16+
How to differentiate
instruction using technology
51% 48% 44% 44% 46%
Identifying digital content 39% 33% 33% 34% 35%
Identifying mobile apps 39% 37% 36% 36% 35%
Using games 37% 29% 26% 24% 26%
Using tablets 32% 31% 31% 30% 31%
Implementing a blended
classroom
27% 24% 23% 23% 22%
Teachers’ wish list for professional
development in technology use
Years of experience
Teachers & principals are intrigued –
but how to build capacity?
.
(c) Project Tomorrow 2014
For the future: principals’ aspirations for next
generation of teachers
34% want pre-service teachers to learn
how to effectively use games within
instruction
.
(c) Project Tomorrow 2014
Are we all on the same page?
How do we create a shared vision for
games in learning?
Annual Speak Up Question:
What if you could design the
ultimate school, what digital tools
would be absolutely essential?
.
(c) Project Tomorrow 2014
0% 10% 20% 30% 40% 50% 60% 70% 80%
Online classes
Tablets
E-textbooks
Games
Schoolwide Internet
Principals Teachers Parents Gr 6-8 students
How do we create a shared vision for
games in learning?
(c) Project Tomorrow 2014
Three truths and a lie
(c) Project Tomorrow 2014
Let’s test our digital learning
myth-busting skills
Which one is the lie?
1. One-quarter of K-12 teachers have incorporated
games based environments into their teaching
practice.
2. Younger teachers say they don’t need training on
how to incorporate games within learning.
3. Parents are less supportive of the idea of games
within learning than school administrators.
4. The gender gap in game playing disappears if
the students are younger than 8th grade.
(c) Project Tomorrow 2014
Let’s test our digital learning
myth-busting skills
Are you a myth-buster for
games?
1. One-quarter of K-12 teachers have incorporated
games based environments into their teaching
practice. TRUE
2. Younger teachers say they don’t need training on
how to incorporate games within learning. LIE
3. Parents are less supportive of the idea of games
within learning than school administrators.
TRUE
4. The gender gap in game playing disappears if
the students are younger than 8th grade. TRUE
(c) Project Tomorrow 2014
Questions we are exploring ….
How should we bridge the entertainment – education gulf
in game development – to the satisfaction of educators?
What are the right messaging points for games
within K-12 education?
How do we get parents on board? Do we need them on
board to move games in learning forward?
What should teacher training look like for games within
learning? What should teachers be learning in their
preparation programs?
(c) Project Tomorrow 2014
What questions
do you have?
What questions
should we be
asking on the
Speak Up
surveys?
National Speak Up Findings and reports
Targeted and thematic reports
Digital learning trends
Mobile learning & social media
Intelligent adaptive software
Digital parent series
NEW! Games within Learning - September
Presentations, podcasts and webinars
Services: consulting, workshops, evaluation and efficacy
studies
Speak Up 2014 opens on October 6
(c) Project Tomorrow 2014
More Speak Up? www.tomorrow.org
.
(c) Project Tomorrow 2014
Thank you.
Let’s continue this conversation.
Julie Evans
jevans@tomorrow.org
www.tomorrow.org
Twitter: SpeakUpEd
Copyright Project Tomorrow 2014
This work is the intellectual property of the author. Permission is granted
for this material to be shared for non-commercial, educational purposes,
provided that this copyright statement appears on the reproduced
materials and notice is given that the copying is by permission of the
author. To disseminate otherwise or to republish requires written
permission from the author.

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Julie Evans - By the Numbers: New Research on Games & Learning

  • 1. Julie Evans, Project Tomorrow CEO July 22, 2014 Twitter: @SpeakUpEd By the Numbers: New Research on Games and Learning
  • 2. Today’s Discussion:  About Speak Up 2013  Myth-busting  Selection of research snacks  New questions for your consideration  Discussion time Speak Up 2013 National Research Project: Views of K-12 Students, Parents, Teachers, Librarians and Administrators (c) Project Tomorrow 2014
  • 3. Programs: • Research & evaluation studies • STEM education programs • Advocacy for digital learning (c) Project Tomorrow 2014 Mission: To ensure that today’s students are prepared to become tomorrow’s leaders, innovators and engaged citizens of the world. Project Tomorrow, a national education not for profit organization
  • 4. (c) Project Tomorrow 2014 Annual national research project  Using online surveys + focus groups  Surveys for: K-12 Students,Teachers, Parents,Administrators, Community Members  Special: Pre-ServiceTeachers in Schools of Education  Open for all K-12 schools and schools of education  Schools, districts & colleges receive free report with their own data Inform policies, plans & programs  Local: school stakeholder data  State: state level data  Federal: national findings Speak Up National Research Project
  • 5.  Learning & Teaching with Technology  21st Century Skills: Digital Citizenship & Global Awareness  Math and Science Instruction / Digital Writing  Students’ Career Interests in STEM  Professional Development / Teacher Preparation  Internet Safety / Digital Footprints  Administrators’ Challenges / Bandwidth Capacity  Emerging Technologies both in & out of the Classroom  Mobile Devices, Online Learning, Digital Content, E-texts  Educational Games, Social Media tools and applications  Flipped Classroom, Print to Digital, Online Assessments  Designing the 21st Century School Speak Up survey question themes (c) Project Tomorrow 2014
  • 6. (c) Project Tomorrow 2014 Saluting our Speak Up 2013 Sponsors:
  • 7. (c) Project Tomorrow 2014 Many thanks to our K-12 National Champion Outreach Partners:
  • 8. (c) Project Tomorrow 2014 K-12 Students 325,279 Teachers & Librarians 32,151 Parents (in English & Spanish) 39,986 School/District Administrators 4,530 Community Members (new this year!) 1,346 About the participating schools & districts o 9,005 schools and 2,710 districts o 90% public schools – 10% private/parochial/charter/other o 32% urban / 31% rural / 37% suburban o 30% school wideTitle 1; 43% majority minority school o All 50 states + DC + Guam + DODEA schools National Speak Up 2013 Participation: 403,292
  • 9. (c) Project Tomorrow 2014 Speak Up 2013 National Reports www.tomorrow.org
  • 10. (c) Project Tomorrow 2014 Creating a new digital learning playbook – Myth-busting
  • 11. Why do schools and districts participate in Speak Up? .  Power of local data  Use data as input for planning  To justify budget and purchasing decisions  Inform new initiatives – as an evaluation tool  As a tool to engage parents  Use for grant writing and fund development  Content for professional development  To counteract mythology (c) Project Tomorrow 2014
  • 12. Commonly heard education mythology “New teachers don’t need any training in how to use technology within teaching” “Parents won’t accept online textbooks” “Online learning undercuts the role of the teacher.” “There is so much great content online for teachers to use in the classroom – so, what is the problem?” “Just put technology XYZ in the classroom and magically students will learn more!” “Parents are ready for the Common Core, and eager to support it.” (c) Project Tomorrow 2014
  • 13. (c) Project Tomorrow 2014 Three truths and a lie
  • 14. (c) Project Tomorrow 2014 Let’s test our digital learning myth-busting skills Which one is the lie? 1. One-quarter of K-12 teachers have incorporated games based environments into their teaching practice. 2. Younger teachers say they don’t need training on how to incorporate games within learning. 3. Parents are less supportive of the idea of games within learning than school administrators. 4. The gender gap in game playing disappears if the students are younger than 8th grade.
  • 15.  Students function as a “Digital Advance Team”  Students regularly adopt and adapt emerging technologies for learning  Students’ frustrations focus on the unsophisticated use of technologies within education  Persistent digital disconnect between students and adults  Learning is a 24/7 enterprise; school time is only a small part of the learning day  Students want a more personalized learning environment – both in and out of school What have we learned over the past 11 years? (c) Project Tomorrow 2014
  • 16. (c) Project Tomorrow 2014 Social–based learning Un–tethered learning Digitally–rich learning Learning Games The Students’ Vision for Digital Learning
  • 17. (c) Project Tomorrow 2014 Let’s learn more about games & learning  Who is playing games?  Are students really playing educational games?  What do students say are the benefits of playing educational games?
  • 18. Students are playing games at school for learning! . (c) Project Tomorrow 2014 Playing games for learning: 2007 K-2 students 60% Gr 3-5 students 47% Gr 6-8 students 40% Gr 9-12 students 23%
  • 19. Growth from 2007 to 2013 . (c) Project Tomorrow 2014 Playing games for learning: 2007 2013 K-2 students 60% 68%*** Gr 3-5 students 47% 60%*** Gr 6-8 students 40% 48%*** Gr 9-12 students 23% 30% *** no gender differentiation in frequency of game playing
  • 20. (c) Project Tomorrow 2014 21% 50% 73% 89% 41% 62% 66% 66% 41% 58% 61% 50% 18% 39% 48% 39% Gr K-2 Gr 3-5 Gr 6-8 Gr 9-12 Digital Reader Tablet Laptop Smartphone K-12 Students’ Personal Access to Mobile Devices
  • 21. (c) Project Tomorrow 2014 “What mobile device I use depends upon the task” Read a book? Take notes in class? Play games? Use social media and play games? Create content? Different tools for different tasks
  • 22. Students, parents & teachers are all playing games! . (c) Project Tomorrow 2014 Mobile app games? Middle school students – 31% High school students – 26% Parents – 28% Teachers – 35%
  • 23. (c) Project Tomorrow 2014 Social media: tools to connect, collaborate, create Texting: 2/3rds of students Gr 6-12 (growth of 37% since 2008) Twitter: 28% of students in Gr 9-12 Creating videos: 28% of students in Gr 6-8 only 15% in 2007
  • 24. (c) Project Tomorrow 2014 Massively multi-player online games (MMOG) ¼ of students in Gr 6-8 Facebook 39% of students in Gr 9-12 decrease of 41% since 2007 Social media: tools to connect, collaborate, create
  • 25. Students, parents & teachers are all playing games! . (c) Project Tomorrow 2014 Massively multi-player online games? Middle school students – 23% High school students – 18%
  • 26. Students, parents & teachers are all playing games! . (c) Project Tomorrow 2014 Massively multi-player online games? Middle school students – 23% High school students – 18% Parents – 4% Teachers – 3%
  • 27. What do students say are the benefits of playing educational games? . (c) Project Tomorrow 2014 Benefits of Games Students K-2 Students Gr 3-5 Students Gr 6-8 Students Gr 9-12 Helps me understand difficult learning concepts 57% 48% 56% 48% School would be more fun 48% 43% 52% 44% Games engage me in learning 43% 40% 47% 43% Learn more about a subject 49% 44% 39% 31%
  • 28. (c) Project Tomorrow 2014 15% 18% 31% 40% 49% 56% 13% 21% 22% 38% 50% 46% Tweeted about an academic topic Found an expert online to answer questions Used online writing tools Watched a video to help with homework Played an online game to learn something Researched a website to learn more about a topic Boys Girls How Middle School Students are Using Digital Tools to Self-Direct Learning Outside of School
  • 29. (c) Project Tomorrow 2014 What does the future look like for games and learning?  Are we building capacity? What are the interests and aspirations of teachers and principals?  Are we all on the same page with a shared vision for games in learning?
  • 30. (c) Project Tomorrow 2014 Teachers’ use of digital content in the classroom 14% 52% 32% 32% 21% 63% 12% 18% 13% 39% 23% 42% 8% 17% 14% 24% 15% 46% Videos that I create Animations Real time data Online textbooks Game environments Videos that I find online English teachers Math teachers Science teachers
  • 31. Why are teachers interested in games based instruction? . (c) Project Tomorrow 2014 Increase student engagement 74% Address different learning styles 63% Reinforce understanding 49% Differentiate instruction 48% Opportunity to practice skills 46% 25% of teachers say they are regularly using digital games in their classroom
  • 32. (c) Project Tomorrow 2014 Disconnect between students and teachers 25% 64% Teachers Students Use of games in a learning setting
  • 33. Teachers & principals are intrigued – but how to build capacity? . (c) Project Tomorrow 2014 Teachers’ wish list for professional development  How to find good mobile apps  How to leverage tablets in my lessons  How to manage student owned devices in my classroom  How to find and use interactive games (26%)  How to create or use videos within instruction  How to find high quality digital content  How to differentiate instruction using various technologies
  • 34. (c) Project Tomorrow 2014 Professional Development Wish List 1st year 1-3 4-10 11-15 16+ How to differentiate instruction using technology 51% 48% 44% 44% 46% Identifying digital content 39% 33% 33% 34% 35% Identifying mobile apps 39% 37% 36% 36% 35% Using games 37% 29% 26% 24% 26% Using tablets 32% 31% 31% 30% 31% Implementing a blended classroom 27% 24% 23% 23% 22% Teachers’ wish list for professional development in technology use Years of experience
  • 35. Teachers & principals are intrigued – but how to build capacity? . (c) Project Tomorrow 2014 For the future: principals’ aspirations for next generation of teachers 34% want pre-service teachers to learn how to effectively use games within instruction
  • 36. . (c) Project Tomorrow 2014 Are we all on the same page? How do we create a shared vision for games in learning? Annual Speak Up Question: What if you could design the ultimate school, what digital tools would be absolutely essential?
  • 37. . (c) Project Tomorrow 2014 0% 10% 20% 30% 40% 50% 60% 70% 80% Online classes Tablets E-textbooks Games Schoolwide Internet Principals Teachers Parents Gr 6-8 students How do we create a shared vision for games in learning?
  • 38. (c) Project Tomorrow 2014 Three truths and a lie
  • 39. (c) Project Tomorrow 2014 Let’s test our digital learning myth-busting skills Which one is the lie? 1. One-quarter of K-12 teachers have incorporated games based environments into their teaching practice. 2. Younger teachers say they don’t need training on how to incorporate games within learning. 3. Parents are less supportive of the idea of games within learning than school administrators. 4. The gender gap in game playing disappears if the students are younger than 8th grade.
  • 40. (c) Project Tomorrow 2014 Let’s test our digital learning myth-busting skills Are you a myth-buster for games? 1. One-quarter of K-12 teachers have incorporated games based environments into their teaching practice. TRUE 2. Younger teachers say they don’t need training on how to incorporate games within learning. LIE 3. Parents are less supportive of the idea of games within learning than school administrators. TRUE 4. The gender gap in game playing disappears if the students are younger than 8th grade. TRUE
  • 41. (c) Project Tomorrow 2014 Questions we are exploring …. How should we bridge the entertainment – education gulf in game development – to the satisfaction of educators? What are the right messaging points for games within K-12 education? How do we get parents on board? Do we need them on board to move games in learning forward? What should teacher training look like for games within learning? What should teachers be learning in their preparation programs?
  • 42. (c) Project Tomorrow 2014 What questions do you have? What questions should we be asking on the Speak Up surveys?
  • 43. National Speak Up Findings and reports Targeted and thematic reports Digital learning trends Mobile learning & social media Intelligent adaptive software Digital parent series NEW! Games within Learning - September Presentations, podcasts and webinars Services: consulting, workshops, evaluation and efficacy studies Speak Up 2014 opens on October 6 (c) Project Tomorrow 2014 More Speak Up? www.tomorrow.org
  • 44. . (c) Project Tomorrow 2014 Thank you. Let’s continue this conversation. Julie Evans jevans@tomorrow.org www.tomorrow.org Twitter: SpeakUpEd Copyright Project Tomorrow 2014 This work is the intellectual property of the author. Permission is granted for this material to be shared for non-commercial, educational purposes, provided that this copyright statement appears on the reproduced materials and notice is given that the copying is by permission of the author. To disseminate otherwise or to republish requires written permission from the author.