Playful and Deeper Learning Through Designing Board Games |
Participate and share : Poster
Ayana Bharadwaj
Using games as a medium of instruction has shown to increase creativity, critical thinking and motivation. Designing games is a student-centered approach to build these skills and enhance learning in a playful way. This presentation shares how designing educational board games in students’ passion areas leads to deeper learning.
Audience: | Teachers |
Skill level: | Beginner |
Attendee devices: | Devices not needed |
Topic: | Games for learning & gamification |
Grade level: | 6-8 |
Subject area: | STEM/STEAM |
ISTE Standards: | For Educators: Facilitator
Knowledge Constructor
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Additional detail: | Student presentation |
One of the challenges in education is to create student-centered and meaningful real-world experiences that can improve learning. In this session, participants will learn about our experience where students designed their own educational board games in their passion area. Students built creative and critical thinking, user design, communication all of which are essential 21st century skills. In addition, students used Google tools (slides, docs) to create their games thereby building useful technical skills. The project took the students through all phases of the design process - ideation, prototyping, user-testing, iterating and finalizing - which gave them a real world experience. Students were highly engaged during the project and provided highly positive feedback on their experience.
The following references show how board game design builds a playful and authentic learning experience for students, and develops 21st century skills.
K Salen, “Gaming literacies: A game design study in action” Journal of Educational Multimedia and Hypermedia, 2007
Selen Turkay, Daniel Hoffman, Charles K. Kinzer, Pantiphar Chantes & Christopher Vicari (2014) Toward Understanding the Potential of Games for Learning: Learning Theory, Game Design Characteristics, and Situating Video Games in Classrooms, Computers in the Schools, 31:1-2, 2-22, DOI: 10.1080/07380569.2014.890879
Mostowfi et al., “Designing Playful Learning by Using Educational Board Game for Children in the Age Range of 7-12: (A Case Study: Recycling and Waste Separation Education Board Game)”, International Journal of Environmental and Science Education, v11 n12 p5453-5476 2016
EN Treher, “Learning with Board Games”, http://destinagames.com/pdf/Board_Games_TLKWhitePaper_May16_2011r.pdf
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