Connecting dots for digital learning and teaching

Teachers’ Voice on Using Games in Classrooms

Based on new research conducted by the Joan Ganz Cooney Center at Sesame Workshop and BrainPOP, Allisyn Levy highlighted teachers’ candid attitudes and beliefs about the future of games in the classroom in this presentation. What types of games are played? What type of games are on their wish list of educational tools? What type of devices are used to access games? All are  in numbers of  percentage. It’s delivered at Casual Connect Seattle, July 2012.

Although most teachers have positive voice on using games in teaching and learning, including increasing motivation and engagement, effective leveling lessons, personalizing instruction. Top three perceived barriers are cost, access to technology resources, and emphasis on standardized testing.

This presentation from Allisyn Levy can be  downloaded here. DOWNLOAD SLIDES

brainpoop gameup

Note : BrainPop GameUp curates educational games from different sources for easier access for students and teachers.


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  1. Teachers’ Voice on Using Games in Classrooms | EdTechReview-India |

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“Tell me and I will forget, show me and I may remember, involve me and I will understand.” -------- Chinese Wisdom "Games are the most elevated form of investigation." -------- Albert Einstein
"I'm calling for investments in educational technology that will help create digital tutors that are as effective as personal tutors, educational software as compelling as the best video game," President Barack Obama said while touring a tech-focused Boston school (year 2011).
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