The Entertainment Software Association has published it’s 2016 report on usage of computers and video games. As the preface to the report states “The study is the most in-depth and targeted survey of its kind, gathering data from more than 4,000 American households. Heads of households and the most frequent gamers within each household were surveyed about their game play habits and attitudes.”
Follow the link below to download a free copy of the report:
Source: Entertainment Software Association | 2016 Essential Facts About The Computer And Video Game Industry
Nathan Martin and Jay Lynch wrote an article for EdSurge that details the rationale and value of design-based research for education. Please refer to the full article on EdSurge by following the link below.
If education researchers hope to see more of their findings influence everyday learning and instruction—and they desperately do—then their best bet may be to encourage education technologists to hone their design research skills.
Researchers frequently lament how little of even the most robust and replicable educational research permeates actual teaching and studying. But the challenges and constraints of practical educational settings mean laboratory-based findings don’t readily translate into the kinds of practices, resources and tools that can meaningfully improve teaching and learning. If research is to yield real-world solutions, it will take teachers, students, researchers and technologists working together to dabble, invent and test new ideas. Edtech companies, many of which already partner with teachers and students early in the product design process, are uniquely suited to facilitating the type of research necessary to bridge the gap between academia and the classroom…
Source: Reality Is Messy, Labs Aren’t: How to Make Research Backed Education Work | EdSurge News
In a sponsored article at EdSurge News, Legends of Learning reports that an independent evaluation by Vanderbilt University of game-based learning products confirmed game-based learning resulted in improved learning outcomes relative to traditional pedagogy. Over 1000 students and 13 teachers participated in the experiment. 55 games from 15 developers were tested. Most importantly, the results of the learning interventions were adjudicated by blind graders. For the full article please follow the link below.
Source: New Research Proves Game-Based Learning Works—Here’s Why That Matters | EdSurge News