Wednesday, 4 November 2015

Using Board Games in the Classroom

CC Wendy (2008) [Video file] Retrieved from 
Can you say BINGO?! Over the years, studies have examined the benefits of using instructional games in the classroom to improve student’s motivation and academic performance. In correspondence with inquiry, passion, and project based learning, curriculum and lessons should originate and be designed from the interests, knowledge, understanding, ability, and experiences of the students (Pinder, 2013). If teachers attempt to engage students in their own learning through activities that are collectively managed by all participants, the process can generate a variety of perspectives, and lead to greater understanding (Pinder, 2013). It is understood that teachers who add creativity into their lessons can enable students to fully grasp an understanding of the lesson (Pinder, 2013). The following examples are cross-curricula suggested uses of game activities, which can extend to topics like biology and maths, and all the way to ethics and world issues, as illustrated in John Hunter’s World Peace Game.
Bingo: Bingo cards allow students to gather, select, and organize information in an appealing fashion; while simultaneously gauging gaps in their own learning (Drake, Reid, & Kolohon, 2014). During my placement I have seen bingo used effectively for math problems. The teacher would read out “5”, and on the students’ bingo cards would be problems like “2+3, or 2+4”. The students will have to gauge which equation equals the correct response, and as a reward they are able to put a chip on that space.
Monopoly:  Monopoly offers students a chance to construct concepts and skills involving probability, basic numeracy such as addition, subtraction and multiplication, and spotting emerging patterns or trends (Caldwell, 1998). By engaging children in discussions about chance such as ‘what are the chances of rolling a 6’, it incorporates classroom discussions about prime and composite numbers, as well as the probability. Both StahlVan-Brackle and Education World discuss alternative games that could be played in the classroom, but both authors support that position that games can provide an additional instruction or assessment tool in the classroom.  
CC COD Newsroom (2015) [Video file] Retrieved from
Create your Own Game: It is important to remember that games can be created for different platforms, including role-play, live scale simulations, or trivia (Nicholson, 2011). Games with extrinsic integration of context, such as jeopardy, would be relatively easy to create and an appropriate tool to use when studying for a quiz or exam (Nicholson, 2011). In order to create a developmentally appropriate game, the creator must consider the learning outcomes, and strive to make a challenging problem relatively simple for the players (Nicholson, 2011). Secondly, the creator must consider the intended setting in which the game would be played, as well as the interactions that would occur amongst the players.  The next step is to integrate the content; Nicholson (2011) suggests that focusing on a few pieces of content is more effective for long-term retention than have to focus on many broader topics. Above I have included an example, where a student had created their own game called ‘Life Happens’ in which a student is divvied scenarios that he/she would have to budget for in real life. At the end of the game, students discussed how they would handle the problem which led to a greater conversation about empathy, and decision making.  

CC Saldana (2012) [Video file] Retrieved from 
Playing board games is a creative way to support learning at home, and it certainly makes homework more fun! As an educator, the rules can be adapted to meet the needs of your students; rules can be slowly integrated, or scaled down, but should be agreed upon before playing. Overall, studies have shown that playing instructional games has led to significant improvement in the four components of motivation which include: attention, relevance, confidence, and satisfaction (Klein & Freitag, 1991 as referenced in Pinder, 2013). So what are you waiting for? Let’s start playing!






References

Caldwell, M. L. (1998, February). Parents, Board Games, and Mathematical Learning. Teaching
Children Mathematics, 4(6), 365-367.

Drake, S., Reid, J., & Kolohon, W. (2014). Interweaving Curriculum and Classroom
Assessment: Engaging the 21st-Century Learner (pp. 6-8). Don Mills: Oxford University Press

Education World (2013). Five Reasons to Use Games in the Classroom .In Education World.


Hunter, J. (Actor). (2011). Teaching with the World Peace Game [Online video]. TedTalks.
Nicholson, S. (2011, September). Making Gameplay Matter. Knowledge Quest, 40(1), 60-65.

Pinder, P. (2013). Utilizing Instructional Games as an Innovative Tool to Improve Science
Learning Among Elementary School Students. Education, 133(4), 434-439.

Stahl-Van Brackle, L. (2015, May 1). How Making Board Games Can Lead to Real Classroom