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, Ed.gov
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.