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After nearly 28 years, The Communication Initiative (The CI) Global is entering a new chapter. Following a period of transition, the global website has been transferred to the University of the Witwatersrand (Wits) in South Africa, where it will be administered by the Social and Behaviour Change Communication Division. Wits' commitment to social change and justice makes it a trusted steward for The CI's legacy and future.
 
Co-founder Victoria Martin is pleased to see this work continue under Wits' leadership. Victoria knows that co-founder Warren Feek (1953–2024) would have felt deep pride in The CI Global's Africa-led direction.
 
We honour the team and partners who sustained The CI for decades. Meanwhile, La Iniciativa de Comunicación (CILA) continues independently at cila.comminitcila.com and is linked with The CI Global site.
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National Survey and Video Case Studies: Teacher Attitudes about Digital Games in the Classroom

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Summary

The overall goal of this research is to connect the documented experiences of teachers with other research about video games and learning, as well as to provide media­-rich illustrations about classroom practice in the United States (US). Combining a national survey with case studies, the Joan Ganz Cooney Center and BrainPop gauged teachers' attitudes and beliefs about the effect that classroom video game use has on student learning, developmental growth, and social behaviour. This national (US) survey of 505 teachers on video game use in the classroom has led to recommendations for future educational game development and advocacy.

Sample findings:

  • 70% of teachers say that using digital games increases motivation and engagement with content/curriculum.
  • 62% report that games make it easier for them to communicate lessons and effectively teach a range of learners, including lower-performing learners, in their classroom.
  • 60% say that using digital games helps personalise instruction, access knowledge, and collect data.
  • 60% of teachers observed that games foster more collaboration amongst students and enable students to sustain focus on specific tasks.

The report is accompanied by a series of video case studies, such as: (a) one that profiles a school technology integrator who uses MinecraftEDU to lead his 2nd grade class through structured game-based scenarios that emphasise self-directed learning, collaboration, and positive social interactions; (b) one (which can be seen below) that shows how a 6th grade special-education teacher utilises the intentionally game-like environment of her school to maximise learning for students with special needs; and (c) one that profiles a teacher who makes use of freely available games from BrainPOP and Manga High to engage her 4th grade students in math and science content, as well as to promote self-directed and project-based learning.

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Video