Educational Games / Gamification

Educational Games / Gamification, AR / VR, Educational video K-12 Usage: Current and Past
Sample Size:
2012 N = 53,947; 2015 N = 35,909
Sample Description:

In fall 2015, Project Tomorrow surveyed 415,686 K-12 students, 38,613 teachers and librarians, 4,536 administrators, 40,218 parents and 6,623 community members representing over 7,600 public and private schools and 2,600 districts. Schools from urban (25%), suburban (40 %), and rural (35 %) communities are represented. Just over one-half of the schools (58%) that participated in Speak Up 2015 are Title I eligible schools (an indicator of student population poverty). The Speak Up 2015 surveys were available online for input between October 1st and December 18th, 2015.

Teacher's use of digital content in the classroom - 2012 vs. 2015

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Publication Year: 
2016
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Sample size: 
2012 N = 53,947; 2015 N = 35,909
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Digital Learning Technologies, Educational Games / Gamification K-12 Usage: Current and Past
Sample Description:

More than 521,000 K-12 students, parents, educators, and community members participated in Speak Up 2014

The use of various digital content types within blended and traditional classrooms

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2015
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Educational Games / Gamification Business and industry Usage: Current and Past
Sample Size:
400 LMS administrators and instructional designers
Sample Description:

To find the answer to this and other questions, Capterra and TalentLMS teamed up on a survey of learning management system users and instructional designers. This 13-question survey received 400 qualified responses (LMS administrators and instructional designers)

 

What type of learning games have you used?

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Publication Year: 
2015
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400 LMS administrators and instructional designers
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Educational Games / Gamification Business and industry Attitudes/Benefits/Challenges
Sample Size:
400 LMS administrators and instructional designers
Sample Description:

To find the answer to this and other questions, Capterra and TalentLMS teamed up on a survey of learning management system users and instructional designers. This 13-question survey received 400 qualified responses (LMS administrators and instructional designers)

 

How did learning games impact instructional objectives?

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Publication Year: 
2015
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400 LMS administrators and instructional designers
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Educational Games / Gamification, LMS Business and industry Attitudes/Benefits/Challenges
Sample Size:
400 LMS administrators and instructional designers
Sample Description:

To find the answer to this and other questions, Capterra and TalentLMS teamed up on a survey of learning management system users and instructional designers. This 13-question survey received 400 qualified responses (LMS administrators and instructional designers)

 

Which gamification features would you most want it to have?

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Publication Year: 
2015
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Sample size: 
400 LMS administrators and instructional designers
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Educational Games / Gamification, LMS Business and industry Usage: Current and Past
Sample Size:
400 LMS administrators and instructional designers
Sample Description:

To find the answer to this and other questions, Capterra and TalentLMS teamed up on a survey of learning management system users and instructional designers. This 13-question survey received 400 qualified responses (LMS administrators and instructional designers)

 

How have your LMS gamification features impacted results?

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Publication Year: 
2015
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400 LMS administrators and instructional designers
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Educational Games / Gamification, LMS Business and industry Usage: Current and Past
Sample Size:
400 LMS administrators and instructional designers
Sample Description:

To find the answer to this and other questions, Capterra and TalentLMS teamed up on a survey of learning management system users and instructional designers. This 13-question survey received 400 qualified responses (LMS administrators and instructional designers)

 

How do you use your LMS's gamification features?

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Publication Year: 
2015
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400 LMS administrators and instructional designers
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Social media, Mobile learning, Educational Games / Gamification Higher education Usage: Anticipated
Sample Size:
50,274 students from 161 institutional sites
Sample Description:

50,274 students from 161 institutional sites responded to the survey

Students' Experiences with Social Media in Higher Education

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Publication Year: 
2015
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Sample size: 
50,274 students from 161 institutional sites
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Educational Games / Gamification Business and industry Attitudes/Benefits/Challenges
Sample Description:

To find the answer to this and other questions, Capterra and TalentLMS teamed up on a survey of learning management system users and instructional designers. This 13-question survey received 400 qualified responses (LMS administrators and instructional designers)

 

How effective were different types of games? (Purpose built vs. general)

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2015
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Educational Games / Gamification Business and industry Usage: Current and Past
Sample Description:

To find the answer to this and other questions, Capterra and TalentLMS teamed up on a survey of learning management system users and instructional designers. This 13-question survey received 400 qualified responses (LMS administrators and instructional designers)

 

Have you ever used learning games in your courses?

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2015
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