National Survey and Video Case Studies: Teacher Attitudes about Digital Games in the Classroom
Combining the breadth of a national survey with the depth that case studies can provide, the Joan Ganz Cooney Center and BrainPop have used these two research tools to gauge teacher’s attitudes and beliefs about the effect classroom video game use has on student learning, developmental growth and social behavior. This national survey of 505 teachers on video game use in the classroom, released at the New Schools Venture Fund Summit, surfaced recommendations for future educational game development and advocacy. The overall goal of this research is to connect the documented experiences of teachers with other research about video games and learning, and to provide media‐rich illustrations about innovative classroom practice that can be made available to a variety of audiences.
Read the case study.