Benefits of Using Board Games in the Classroom



As a kid growing up, I loved board games . . . loved playing The Game of Life, Clue, and Sorry with my friends as a preteen and then Backgammon throughout my undergraduate years. I definitely liked the thrill of winning but equally so interacting with my friends while we played the games. Years ago I brought board games into my classroom. but haven’t for several years focusing more on using video games with my students. I started bringing them back again this year after remote learning due to the COVID pandemic. This allows my students to engage in and develop the social skills that were sorely lacking during the pandemic. We know that the kids didn’t have these developmental experiences during the year+ of isolation from their peers.
The pandemic has brought about huge disruptions in normal life for humanity as a whole. The pandemic has brought about a worldwide lockdown state, and children’s interactions with other humans have become limited to that of their immediate family. Peer interactions and relationships are how kids learn not only about cooperation, trust, loyalty and support, but also about themselves, understanding and expressing their own emotions, making well thought out decisions, coping with challenges and accepting responsibility.
Lack of social interaction is creating a domino effect on children across the world. This isolation is not only creating a deterioration in social skills, but also, when children are asked these days about how they feel, the most common answers received are ‘bored’ and ‘lonely’ (How the pandemic is affecting children’s social skills).
I understood this was a problem throughout our time doing remote learning from March, 2020 through the end of the 2021 school year. During that time, I built in a gaming club whereby for a long, 2-hour lunch one day a week we had a gaming club. The kids could remain on Google Meet while they played and discussed multiplayer games such as Among Us, Fortnite Creative mode (I couldn’t ethically agree to violent games in a classroom setting), Roblox, and Rocket League. I would turn off my camera and mic as this was their time; and often a highlight of their weeks.
I understand and believe in value of learning through board games, and have incorporated them into my classrooms – both elementary and higher education – throughout my decades long teaching career. Research indicates that there is power in using board games in the classroom. Here is the conclusion from a 2019 meta-analysis:
Board games and programs that use board games have positive effects on various outcomes, including educational knowledge, cognitive functions, physical activity, anxiety, [and] ADHD symptoms. Additionally, board games were shown to contribute to improving these variables, enhancing the interpersonal interactions and motivation of participants, and promoting learning (The effectiveness of intervention with board games: a systematic review).
. . . and from Knowledge Quest:
Games provide stories and information, presented in a new format. They encourage critical thinking and problem solving and accomplish objectives of curriculum frameworks. Board games can provide students with opportunities to apply concepts they have learned. Board games promote collaboration, inquiry, and critical thinking. By using games that support the curriculum, educators can give students opportunities to experience play, while at the same time promoting student achievement (Using Games to Support the Curriculum: Getting Teachers on “Board”).
That is some “official” research but from observing my students at play, these are what I see the benefits to be:
- Increased communication
- Building social negotiation that are required of playing games together
- Increased socialization
- Reading and understanding procedural directions (I ask students to read directions how to play the game)
- Experiencing joy inherently involved in play
- Developing critical thinking skills (depending on the game but that is a criteria in my game selection – see my next section.)
The types of games I select are intentionally new to students (so they have to read and understand the directions) and have strategy-critical thinking aspects, Here are some games the students have played and enjoyed:
- Cataan
- Potato Pirates
- Backgammon
- Terraforming Mars Board Game
- Saboteur (a card game)
- Thinkfun games like Circuit Maze and Rush Hour and (they are sort of board games and are individual oriented but my students like to play them with a partner)
- Breakout EDU Kits (not a board game but meets the characteristics of a good face-to-face game)
Leave a comment about those board games you like to use with your students!
Written by Jackie Gerstein, Ed.D.
January 31, 2022 at 1:49 am
Posted in Education
Tagged with disrupting education, engagement, experiential learning, game-based learning, social-emotional learning
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I used to run an after-school chess club (grades 4-6). So many benefits! I also used to have my students design and create their own gameboards. We’d break them out on rainy days when the kids couldn’t go outside for recess.
petespringerauthor
January 31, 2022 at 6:22 am
The energy in the room is great when the kids play. Isn’t it? I have them make board games, too. So much fun!
Jackie Gerstein, Ed.D.
January 31, 2022 at 12:55 pm
I agree with you. There are many benefits to playing board games.
Norah
January 31, 2022 at 10:49 am
Hooray for board games. The benefits for children are many. It’s always popular in my classroom.
Jennie
January 31, 2022 at 1:31 pm