The summary discusses Julie Evans' presentation on the Speak Up 2015 National Results report regarding the increasing role of videos, games, animations and simulations in K-12 education. Key findings from the report show substantial growth in teachers' use of digital content from 2012 to 2015. Students report watching educational videos most often in science, math, social studies and English classes and appreciate being able to watch videos multiple times to understand difficult concepts. The presentation explores use of these tools both in the classroom and for self-directed learning outside of school. Experts discuss effective uses of digital content and their experiences teaching with videos, games and other visual tools.
Speak Up 2015 National Results - From Print to Pixel
1. Julie Evans
CEO, Project Tomorrow
Speak Up 2015 National Results
From Print to Pixel: the role of videos, games,
animations and simulations within K-12 education
May 5, 2016
2. Today’s agenda
Welcome and Remarks
Julie Evans, Project Tomorrow
Lee Blakemore and Stephanie Weeks,
Blackboard
Release of National Findings
Role of videos, games, animations and
simulations with learning
Discussion with our Panel of Experts – meet
our students and teachers
Your Questions,Thoughts and Comments
3. Students and teachers from these school districts:
Baltimore City Public Schools, Maryland
Calvert County Public Schools, Maryland
Fairfax County Public Schools, Virginia
Frederick County Public Schools, Virginia
Prince William County Public Schools, Virginia
Meet our panel of experts
6. Project Tomorrow, a global education
nonprofit organization
Programs:
• Research & evaluation studies
• STEM education programs
• Advocacy for digital learning
Mission: To ensure that today’s
students are prepared to become
tomorrow’s leaders, innovators and
engaged citizens of the world.
7. Speak Up Research Project about Digital Learning Trends
Annual research since 2003
Uses online surveys + focus groups
Schools/districts register to participate
Surveys for: K-12 Students, Teachers, Parents, Administrators,
Community Members
Special: Pre-Service Teachers in Schools of Education
Open for all K-12 schools and schools of education
Schools, districts & colleges receive free report with their own
data
4.5 million
surveys since
2003
Data informs: policies,
programs, funding at
local, state and
federal levels
8. Thanks to our K-12 National Champion Outreach Partners:
11. Speak Up 2015 National Results
About Speak Up
2015
Highlights from
the national
report
Discussion with
our experts
12. Key finding from our research:
Students, educators and parents agree –
we need a different kind of learning experience to
prepare students for the future
13. Theme of this year’s results release
Videos, games, animations
and simulations
Growth of digital content
usage in K-12 classrooms
How these tools are being
used in classrooms
How students are using these
tools outside of school
14. Why this theme?
Brain processes
visuals 60X faster
than text
Over a billion users
of YouTube
Digital games
market is 10X size of
traditional games
market
16. Why this theme?
“Students would learn faster and more efficiently
through technology use consisting of social media
messengers, online videos and step-by-step formats
given on google. I believe those learning methods
can show a path that's much easier for visual
learners, including those with creative minds too.”
10th grade girl, Guam
18. What was your hardest subject when you were in high
school?
1. Algebra
2. Chemistry
3. Economics
4. World Language
@SpeakUpEd
#SpeakUpBriefing
19. What was your hardest subject when you were in high
school?
1. Algebra
2. Chemistry
3. Economics
4. World Language
5. Lunch, maybe?
@SpeakUpEd
#SpeakUpBriefing
20. Let’s pretend we are students in Chemistry class again!
Ms. Megonigal’s Chemistry website
Unit 5: Chemical Reactions
21. Key questions to think about:
How would a teacher use a video like this in class?
What would be the benefits of using a video?
Would students be more engaged in learning?
Would they learn more?
Would this experience nurture greater interest in
the subject?
22. From Print to Pixel: the role of videos, games,
animations and simulations within K-12
education
Digital content in schools
Use in classrooms
Enabling self-directed learning
23. K-12 Students 415,686
Teachers & Librarians 38,613
Parents (in English & Spanish) 40,218
School/District Administrators/Tech Leaders 4,536
Community Members 6,623
About the participating schools & districts
o 7,825 schools and 2,676 districts
o 25% urban / 35% rural / 40% suburban
o All 50 states + DC + Guam + DODEA schools
Speak Up 2015 national participation: 505,676
24. o K-12 Students
o Teachers
o Parents
o Administrators
Activities
Attitudes
Aspirations
From Print to Pixel: the role of
videos, games, animations and
simulations within K-12 education
26. From Print to Pixel: the role of videos, games, animations
and simulations within K-12 education
82% of districts are using digital
content and online resources regularly
within classroom instruction
40% say the same about digital games
specifically
27. From Print to Pixel: the role of videos, games, animations
and simulations within K-12 education
Principals: What are the primary benefits of using more digital
content within instruction at your school?
o Increases student engagement in school and learning (80%)
o Extends learning beyond the school day (69%)
o Provides a way for instruction to be personalized for each
student (60%)
o Increases the relevancy and quality of instructional materials
(57%)
o Improves teachers’ skills with technology (51%)
28. From Print to Pixel: the role of videos, games, animations
and simulations within K-12 education
Greatest challenge?
54% of principals say it is motivating teachers to
change the way they are teaching to leverage these
multi-media, multi-sensory digital tools
29. Let’s hear from our experts!
Students:
Alessandro, 5th Grade
Dean, 5th Grade
Addy, 7th Grade
Ben, 7th Grade
Omar, 11th Grade
Teachers:
Beth Panicucci, Middle School History
Mary Catherine Keating, High School History
Elizabeth Megonigal, High School Chemistry
Amy Dodson, Middle School History
30. Use of videos, games, animations and
simulations in the classroom
31. 10%
8%
14%
20%
21%
21%
30%
47%
10%
12%
17%
27%
30%
36%
48%
68%
Simulations
Videos - self created
Virtual field trips
Animations
Online textbooks
Online curriculum
Games
Videos - found online
2015
2012
Teachers’ use of digital content in the classroom: 2012 vs. 2015
(2012 N = 53,947; 2015 N = 35,909)
From Print to Pixel: the role of videos, games, animations
and simulations within K-12 education
32. From Print to Pixel: the role of videos, games, animations
and simulations within K-12 education
Uses of videos and animations All Teachers
N = 35,909
Teachers
using videos
N = 19,286
Teachers
creating
videos
N = 3,432
Teachers
who using
animations
T = 7,697
To introduce a lesson or unit
68% 78% 78% 80%
To activate students’ prior
knowledge
69% 77% 78% 84%
To facilitate a class discussion
62% 71% 70% 74%
To illustrate a difficult concept
59% 69% 73% 75%
To support students with
auditory/visual processing needs 44% 52% 57% 58%
To provide an alternative to text
based class materials
43% 51% 54% 56%
33. From Print to Pixel: the role of videos, games, animations
and simulations within K-12 education
Benefits of videos and
animations
All Teachers
N = 35,909
Teachers using
videos
N = 19,286
Teachers
creating
videos
N = 3,432
Teachers
using
animations
T = 7,697
Increased student engagement in
the material
65% 75% 75% 78%
Addressed different learning
styles
58% 66% 69% 74%
Provided a different teaching
approach than my own
46% 55% 56% 59%
More relevant lesson 59% 68% 70% 72%
Enhanced student vocabulary 48% 55% 56% 65%
More efficient learning process
by shrinking time students need
to digest information
23% 28% 35% 39%
34. Student question: In what
class are you watching
videos for learning?
What do
middle school
students say?
@SpeakUpEd
#SpeakUpBriefing
35. Middle school students say they are
watching videos in:
1.Science (69%)
2.Math (63%)
3.Social Studies/History (57%)
4.English/Language Arts (48%)
From Print to Pixel: the role of videos, games, animations
and simulations within K-12 education
36. From Print to Pixel: the role of videos, games, animations
and simulations within K-12 education
I can watch it as many times as I need to (61%)
Makes it easier to understand difficult concepts (55%)
Connects what I am learning to the real world (54%)
Fits my learning style (53%)
Easy to find videos to help with schoolwork and easy to access
on mobile devices (53%)
More engaging and keeps my attention (48%)
Students: why is watching videos a good way for
you to learn?
37. Let’s hear from our experts!
Students:
Alessandro, 5th Grade
Dean, 5th Grade
Addy, 7th Grade
Ben, 7th Grade
Omar, 11th Grade
Teachers:
Beth Panicucci, Middle School History
Mary Catherine Keating, High School History
Elizabeth Megonigal, High School Chemistry
Amy Dodson, Middle School History
38. Use of videos, games, animations and
simulations outside of the classroom
39. From Print to Pixel: the role of videos, games, animations
and simulations within K-12 education
“I am learning important things for my
future on my own outside of school”
Agreed:
54% of students in grades 6-8
50% of students in grades 9-12
40. From Print to Pixel: the role of videos, games, animations
and simulations within K-12 education
17%
9%
22%
13%
32%
29%
19%
27%
10%
22%
Play an online game
Watch a video
Never Rarely Sometimes Often All of the time
Students’ self-directed learning with visual tools
41. What would be most helpful in exploring a
career?
Gr 6-8
Students
Traditional Approaches:
o Get real life experience – PT job, internship,
volunteering
71%
o Take field trips to see career in action 63%
o Shadow a career professional for the day 48%
New Digital Approaches:
o Watch videos about different jobs 50%
o Play a digital or online game about a career 43%
o Learn about careers through social media 39%
From Print to Pixel: the role of videos, games, animations
and simulations within K-12 education
42. From Print to Pixel: the role of videos, games, animations
and simulations within K-12 education
Visually based social media use
Social Media Tool Never/Rarely All of the time/Often
Boys Girls Boys Girls
Facebook 51% 46% 31% 38%
Instagram 36% 21% 49% 68%
Pinterest 85% 51% 7% 31%
Twitter 57% 50% 29% 39%
YouTube 8% 9% 78% 71%
Online games/apps 33% 45% 45% 32%
Massively multiplayer
online games (MMOG,
MMORPG)
39% 80% 28% 7%
43. From Print to Pixel: the role of videos, games, animations
and simulations within K-12 education
Visually based social media use
Social Media Tool Never/Rarely All of the time/Often
Boys Girls Boys Girls
Facebook 51% 46% 31% 38%
Instagram 36% 21% 49% 68%
Pinterest 85% 51% 7% 31%
Twitter 57% 50% 29% 39%
YouTube 8% 9% 78% 71%
Online games/apps 33% 45% 45% 32%
Massively multiplayer
online games (MMOG,
MMORPG)
39% 80% 28% 7%
Girls
Boys
44. Let’s hear from our experts!
Students:
Alessandro, 5th Grade
Dean, 5th Grade
Addy, 7th Grade
Ben, 7th Grade
Omar, 11th Grade
Teachers:
Beth Panicucci, Middle School History
Mary Catherine Keating, High School History
Elizabeth Megonigal, High School Chemistry
Amy Dodson, Middle School History
46. Key finding from our research:
Students, educators and parents agree –
we need a different kind of learning experience to
prepare students for the future
48. National Speak Up reports and infographics
New reports coming soon!
Digital learning trends
Community engagement
Communications officers
Science teachers
Personalized learning
Cloud computing
Presentations, podcasts and webinars
Services: consulting, workshops, evaluation and
efficacy studies
More Speak Up? www.tomorrow.org
Speak Up 2016 opens in October
49. Thanks to our K-12 National Champion Outreach Partners:
51. Thank you for being part of this year’s
Speak Up national results release!
Julie Evans
jevans@tomorrow.org
949-609-4660 x15
Twitter: JulieEvans_PT and SpeakUpEd
Copyright Project Tomorrow 2016
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