Posted by: Jared Seay | March 12, 2013

Gaming in the classroom: INFOGRAPHIC

Constance McKenzie •  Sep 20, 2012

Gaming, wikis, blogs, social media, interactive polls and QR codes: just some of the technologies that teachers are bringing into the classroom. The dizzying pace of tech evolutions offers some challenges as teachers and administrators race to keep up with the latest tools. The research discussed here shows the payoff for schools that become “friends” with educational gaming.

Experiments show how technology supports learning, with the potential to increase student engagement and motivation. Games target all kinds of subjects and age groups, with different types of gaming from strategy to simulations to hard-core curriculum topics. Teachers can access an arsenal of tools, from game consoles to laptops to smartphones.

Still, the U.S. government reports a lack of nationwide studies on the use of tech tools and gaming in education. Innovations come out so fast that there’s little time to do research on using gizmos like iPads in school. For parents and teachers who have concerns about gaming in classroom, here are some success stories.


National Education Technology Plan – Executive Summary,
The NEA Foundation, Microsoft-US Partners in Learning Seek Solutions Using Technology to Engage Students, The NEA Foundation, January 2012
Technology in Education, Education Week, September 2011

For a complete list of sources, please click the Infographic below. Click again if you get a small image.


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