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Technology In Class Versus At Home

by Laura Devaney

eSchool News

Article excerpt

Survey: Teachers now use twice as much gaming and video in the classroom

The national report, From Print to Pixel: The role of videos, games, animations and simulations within K-12 education, reveals that in 2010, only 23 percent of surveyed teachers said they used games, compared to 48 percent of those surveyed in 2015. In 2010, 47 percent of teachers said they used online videos, and that jumped to 68 percent of teachers in 2015.

Our take

Playing Games in the Classroom

The percentage of teachers using digital content (e.g. videos, games, animations, simulations) in K-12 classrooms has grown from 23 percent in 2010 to 48 percent in 2015, according to research by Speak Up. Principals also are on board with 84 percent indicating that technology is an effective part of instruction and student success. Still, despite the growth in teacher adoption, less than half indicate they’re incorporating digital technology in the classroom. What barriers need to be removed to boost these numbers?

Lack of training tops the list according to responding principals—57 percent indicated this was a key barrier to adoption. Concerns over technological inequities also impact adoptions: about 70 percent of the teachers said they hesitate to assign homework requiring Internet access because not all of their students have this access.