Friday, June 24, 2016

Tech-enhanced instruction study

This national report focuses on the emergence of pixel based digital tools, specifically, videos, games, animations and simulations, as legitimate vehicles for learning. Key findings follow:
  • 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%).
  • 78% of middle school students tap into online videos, and 61% are playing online games, all in service of various types of self-directed learning goals.
  • School principals (84%) 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.
  • Half of administrators note that the implementation of digital content resources such as videos, simulations and animations was already generating positive student outcome results
  • Almost 60% of technology leaders say that one-quarter of instructional materials in their schools today are digital, not paper-based; 26% say that their level of paperless-ness is 50%.
  • The top subject areas in which the students in grades 6-12 watch videos to support homework, research projects or studying are science (66%), math (59%), social studies/history (53%) and English/language arts (45%).
  • 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.
Speak Up. (2016). From Print to Pixel: The role of videos, games, animations and simulations within K-12 education. Irvine, CA: Author.
http://www.tomorrow.org/speakup/SU15AnnualReport.html

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