According
to data in a report released by the Joan Ganz Cooney Center
at Sesame Workshop and the Games and Learning Publishing Council,
the explosion of investment in educational
technology of the past five years represents a significant opportunity for
innovation, but school adoption of technological change has been slow due to
long adoption cycles, weak evidence of impact, and the dominance of existing
publishers. Meanwhile, almost all teens in the United States are playing
digital games. Many of these youth are
heavy media users, but are disengaged from school and at high risk of academic
failure. The report also identifies significant barriers for games developers
to enter the school market such as the changing policy landscape, a lack of
teacher professional development on the uses of technology and a need for
low-cost, data rich assessments. Key trends that are favoring game-based innovations
include one-to-one computing and “bring-your-own-device” initiatives, adoption
of interactive whiteboards, a new focus on personalized learning environments
and expanding research on the efficacy of engaging digital games.
Richards, J., Stebbins, L., & Moellering, K. (2013).
Games for a digital age: K-12 market map and investment analysis. New York
City, NY: The Joan Ganz Cooney Center
at Sesame Workshop. http://joanganzcooneycenter.org/wp-content/uploads/2013/01/glpc_gamesforadigitalage1.pdf
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