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Using Board and Tabletop Games to Promote Student Engagement

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Presentation on theme: "Using Board and Tabletop Games to Promote Student Engagement"— Presentation transcript:

1 Using Board and Tabletop Games to Promote Student Engagement
Prepared by Johansen Quijano, PhD. for Connections Week Fall 2017 Tarrant County College Trinity River Campus

2 WHAT ARE WE DOING TODAY? What is play? Why play (in class)?
Can play affect us? Demonstration: Play in Education Free Play Closing Comments

3 KEY TERMS Play – An engaging activity participated in for the purpose of enjoyment and recreation (Juul, 2007) Gamification – The application of typical elements of game playing, such as scoring, competitions, and rules of play, to other areas of activity (Jane McGonigal, 2011). Edutainment – Forms of entertainment, specially games, designed for the purpose of education (Margaret Rouse, 2005). Games for Learning – The use of play, specially play not specifically designed for the purpose of education, for the purpose of learning (David Hutchinson, 2007).

4 WHY PLAY (IN CLASS)? Students learn through the process of play.
Play provides context for engaging practice. Through play, students can learn a variety of skills. Students develop a deep connection with the content. Games are engaging.

5 ONE MORE IMPORTANT KEY TERM
House Rules – Nonstandard variations of a game’s rules used for a specific play effect. Examples: Monopoly’s Free Parking cash Scrabble’s No Double Scoring rule Uno’s “Dos” rule

6 MASSIVELY MULTIPLAYER THUMB-WAR

7 MASSIVELY MULTIPLAYER THUMB-WAR MAKES US FEEL
Joy Relief Surprise Pride Curiosity Excitement Creativity - Adapted from Jane McGonigal’s Multiplayer Thumb War TED Talk

8 THE TAKEAWAY… Play influences our thought processes and our emotions.

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11 WHAT ARE WE DOING NEXT? Use house rules to turn play into games for learning. Play various games. Discuss what we can learn from these games and how (or if!) they can be used in class.

12 JENGA HOUSE RULES (A) PLAY IN GROUPS
INSTRUCTOR ASKS GROUP 1 A QUESTION IF THE GROUP ANSWERS CORRECTLY, EVERYONE FROM THE OTHER GROUP TAKES A BLOCK IF THE GROUP ANSWERS INCORRECTLY, EVERYONE FROM THE GROUP TAKES A BLOCK THE GROUP WITH THE STANDING TOWER WINS IF TIME / QUESTIONS RUN OUT, THE SHORTEST TOWER WINS

13 JENGA HOUSE RULES (B) CAN BE PLAYED IN SMALL GROUPS OR AS A WHOLE-GROUP ACTIVITY INSTRUCTOR WRITES QUESTIONS ON THE BLOCKS STUDENTS DRAW A BLOCK AND ANSWER THE QUESTION IF THE ANSWER IS CORRECT, STUDENT GETS A POINT IF THE ANSWER IS INCORRECT, STUDENT LOSES A POINT

14 WIKIPEDIA: THE GAME – HOUSE RULES
Create your own questions cards. Have fun!

15 SUPERFIGHT: THE GAME ABOUT ARGUMENTS!

16 NOW LET’S PLAY!

17 NOW FOR A BIT OF DISCUSSION
What other games can you think of that could be implemented in your discipline? Can you think of any house rules to modify classic games for educational purposes? What did you learn from the games played today?


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