2016
DOI: 10.1080/00098655.2016.1214473
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Let the (Board) Games Begin: Creative Ways to Enhance Teaching and Learning

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Cited by 29 publications
(15 citation statements)
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“…Each game we reviewed brought its own strengths and pitfalls in the context of teaching evolution; although none were perfect, all offered different insights into biological processes (Table ). Overall, board games present an interactive and fun experience for many types of curricula (Sardone and Devlin‐Scherer ; Taspinar et al. ).…”
Section: Resultsmentioning
confidence: 99%
“…Each game we reviewed brought its own strengths and pitfalls in the context of teaching evolution; although none were perfect, all offered different insights into biological processes (Table ). Overall, board games present an interactive and fun experience for many types of curricula (Sardone and Devlin‐Scherer ; Taspinar et al. ).…”
Section: Resultsmentioning
confidence: 99%
“…1 shows a workflow for effectively modding tabletop games for educational contexts. This workflow synthesises previous serious game development models [4,5,[17][18][19], incorporating guidelines aimed at educators [13,20], with a particular focus on tabletop GBL [6] and modding [12]. It further enhances previous research by categorising the steps by pedagogic and/or game design expertise and including gameplay loop analysis [21] as a method to map learning mechanics to game mechanics [22] in order to inform both choice and adaptation of games.…”
Section: Why Mod?mentioning
confidence: 98%
“…Games designed for digital platforms also need significant technical expertise and the resources to support them. Despite these barriers, the well-documented advantages of game-based learning (GBL) drive demand for games for learning, training, or behavioural change (henceforth referred to as 'serious games') across a wide range of contexts [6][7][8]. However, as evidence of the efficacy of GBL grows, the discipline gains new advocates from a variety of backgrounds which increases the risk of GBL solutions being designed and implemented in isolation of the expertise and resource contexts necessary to make them effective.…”
Section: Introductionmentioning
confidence: 99%
“…Students who are actively involved in learning with board games will be better at applying their level of knowledge regarding Bloom's taxonomy than learning using traditional pedagogy. Board games strengthen and broaden the scope of subject matter; games provide many opportunities to develop teamwork, collaboration, and interpersonal social skills (Sardone & Devlin-Scherer, 2016). Previous research states that learning with project-based learning, shows differences in increasing student learning outcomes and creativity, knowledge cannot be achieved passively, must be actively sought, other learning goals such as curiosity, creativity, self-worth, and behavior as well as innovation, all of which require experience real, and motivational that can show their potential (Husna et al, 2019).…”
Section: Introductionmentioning
confidence: 99%