This has led that same group of teachers (76 percent) to indicate they are concerned about how best to engage and attract the interests of their learners, and 89 percent of teachers who have tried gaming in their classroom indicated that it has been beneficial for student’s engagement with the content they were teaching. To be a leader and to be perceived as an interesting source of content of information of development and growth, it must be interesting, and it must be given in an interesting way.” “When it comes to our kids there's a huge competition between different sources of content, so they have Facebook, Instagram, Netflix, so many things, and then, there is also an education. Bartosz points to the competition that is underway for all young people’s attention. teachers believe the introduction of virtual learning “will change education forever.” There is a recognition that this strongly interactive experience of gaming and virtual learning will significantly change classroom practices. The survey also found that nearly 80 percent of U.K. The survey results demonstrate parents and teachers routinely report negative impacts of gaming on children, rather than positive. The survey ran over a three-week period in February of 2021 and the goal was to assess teacher attitudes toward gaming and to help frame a teacher training academy from G2A. In my interview with Bartosz, he shared the results of a recent survey run by G2A with 505 teachers in the U.K. What might be a bit more surprising is that G2A also is moving toward online teacher training as a result of their dedication to education and the belief in the intersection between gaming and learning. G2A’s portfolio is overwhelmingly commercial off-the-shelf (COTS) games aligned with the current gaming culture. A quick perusal of the website illustrates not just a strong list of gaming key codes at, frankly, very good prices, but also gaming hardware, electronics, tabletop/board games, and a large selection of related products. We have been, for decades, asking ourselves and one another, “Are we there yet?” According to G2A CEO Bartosz Skwarczek, the answer from the front seat is, “not nearly.”īartosz is the CEO and co-founder of G2A, a limited liability company that has been described as a global financial technology company boasting the world’s largest marketplace for digital goods-they specialize in games. Educational technology, as a field, is like those children. The constant refrain…”Are we there yet? Are we there yet?” Every parent knows the call from the back seat from impatient children anxious to arrive.
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