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

44
Julie Evans, Project Tomorrow CEO July 22, 2014 Twitter: @SpeakUpEd By the Numbers: New Research on Games and Learning

description

Today’s K-12 students see games as a gateway to more personalized learning and the opportunity to develop workplace ready skills. Educators are equally intrigued with the potential of games to increase students’ engagement. Since 2003, Project Tomorrow, a national education nonprofit organization, has conducted the annual Speak Up National Research Project to collect and report on the authentic, unfiltered views of K-12 students, parents and educators on digital learning, including the use of games both in and out of the classroom. In this talk, we will share the latest Speak Up research data from over 403,000 K-12 students, parents and educators on the benefits/challenges of incorporating games within instruction – and pose provocative questions for audience discussion on the future of serious games within both formal and informal learning.

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

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-Service Teachers 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 wide Title 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 abouta 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

[email protected]

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.