A recent survey of K-12 teachers found that 48% use games as a teaching tool in the classroom, compared to only 23% of teachers in 2010.  Those reporting video use in the classroom increased from 47% in 2010 to 68% in 2015.

Methodology

In fall 2015, Project Tomorrow surveyed 415,686 K-12 students, 38,613 teachers and librarians, 4,536 administrators, 40,218 parents and 6,623 community members representing over 7,600 public and private schools and 2,600 districts.  The Speak Up 2015 surveys were available online for input between October 1st and December 18th, 2015.

2016-05-06_Video-and-Gaming-in-Classroom

Key Findings

  • Simulations are more widely used by teachers in virtual classes (23%) and teachers who have implemented a flipped learning model (26%) or a blended learning model (17%).
  • Over three-quarters of middle school students (78 percent) are tapping into online videos, and 6 out of 10 (61%) are playing online games, all in service of various types of self-directed learning goals.
  • School principals (84 percent) are almost unanimous in their belief that the effective use of technology within instruction is important for student success. However, they do acknowledge challenges or barriers to meeting the expectation of effective technology usage.
  • Five out of 10 administrators note that the implementation of digital content resources such as videos, simulations and animations was already generating positive student outcome results
What's your view?
How do you use gaming or video in your classroom? Comment below
  • Almost 60 percent of technology leaders say that one-quarter of instructional materials in their schools today are digital, not paper-based; 26 percent say that their level of paperless-ness is 50 percent.
  • The top subject areas in which the students in grades 6-12 watch videos to support homework, research projects or studying are science (66 percent), math (59 percent), social studies/history (53 percent) and English/language arts (45 percent).
  • When asked what was holding back further expansion of their digital learning visions, 57% of principals say the lack of teacher training on how to integrate digital content within instruction is their top barrier.

Survey Results (PDF, 1.5 MB)

 

About Project Tomorrow and Speak Up 2015

Speak Up is an initiative of Project Tomorrow, the leading global education nonprofit organization dedicated to the empowerment of student voices in education. Each year, the Speak Up Research Project polls K-12 students, parents, and educators about the role of technology for learning in and out of school. This survey represents the largest collection of authentic, unfiltered stakeholder voices on digital learning. Since fall 2003, almost 4.5 million K-12 students, parents, teachers, librarians, principals, technology leaders, district administrators, communications officers, and members of the community have shared their views and ideas through Speak Up. K-12 educators, higher education faculty, business, and policy leaders report that they regularly use the Speak Up data to inform federal, state, and local education programs.