School Administrator Survey on Educational Games

A recent University of Michigan study discovered that over half of all K-12 teachers are using games in their classes at least weekly. Why? Games engage their students and many games support differentiated instruction and provide valuable assessment. But many challenges were cited -- cost, limited time in the curriculum, difficulty in finding the right game, and technology resources.

ThinkZone wants to make it easier to bring high-quality, research-based games into schools through a single portal that provides access to a curated selection of proven games and connected activities across all the major content areas plus 21st century skills. We'd love your help in shaping our product!

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    Computers in the classroom in a 1:1 scenario
    Tablets in the classroom in a 1:1 scenario
    A few computers in each classrom
    Computers on a roaming cart
    Tablets on a roaming cart
    Computers in a lab
    Tablets in a lab
    Students bring their own technology
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    Educational digital games (eg. games made for learning) 
    Entertainment digital games (eg. Minecraft, games made for fun)
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    Non-digital games
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    To cover core content mandated by district/state/national standards
    To teach supplemental content (not mandated by curriculum standards)
    To conduct formative assessment of students' knowledge and/or skills
    To conduct summative (end-of-unit, end-of-year) assessments of students' knowledge and/or skills
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    Aligned to state learning standards
    There is research data that shows the game is effective.
    The games was based on research methods and/or data.
    Teachers were involved in making and/or testing it.
    It's free.
    Includes built-in assessment tools 
    Include related materials/curricula for teachers and students (eg. lesson plans, worksheets, FAQs).
    Includes live face to face professional development
    Includes professional development resources like videos and how-to instructions
    Includes live online mentoring and coaching for teachers
    Students can sign in from their school accounts without extra user names or passwords
    Teachers can go to one place to look at student progress and student learning
    The game has been chosen by the school or district.
    Student data is aggregated for an administration dashboard for that game
    Student achievement and competency data is passed to your central system
    Student data is aggregated for an administration dashboard for all games
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    If I saw evidence that games, when used as core instruction, increased student achievement
    If games were bundled with other materials to provide a complete package for connecting the game back to district teaching goals.
    All games had the same set up (or instructions) so they were easier to use with our classes.
    There was a series of approved games that tied into learning standards and curriculum that teachers could assign to students
    They provide my students a way to learn like they like to learn.
    They provided a way for teachers to assess 21st Century (soft) skills (like problem solving).
    They provided assessment data on student competencies in Standards for a discipline.
    You had reports that allowed you to award teachers continuing education credits (CEUs) for integrating the tools into their classrooms.
    I had the information to show teachers how other teachers were using games
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    Demographic Information

    This information will not be shared, but is will be helpful to correlate answers by type of district.
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