A Board Game Education


Book Description

A Board Game Education is an entertaining and valuable resource for parents, teachers, educators, and anyone who appreciates the fun and entertainment provided by classic, traditional board games. The book provides an informative analysis of how classic board games that everyone has played_and probably owns_are not only great family entertainment but also develop core educational skills that have been proven to lead to academic achievement. Through A Board Game Education readers learn a bit of the fascinating history trivia and little-known facts regarding the most loved board games of all time (i.e., how Monopoly was used by WWII POWs to escape). At the same time, Hinebaugh identifies the distinct educational skills developed by each of these games and explores in detail how the play of these games cultivates such skills. A Board Game Education also provides valuable suggestions about how to modify and vary these classic board games to specifically enhance additional core educational skills and concepts. Who would have thought that Candy Land could be modified into a strategy game and Chutes and Ladders could be used to teach algebraic equations and advanced math.




Educational Board Games


Book Description

This resource book for teachers presents board games formulated to educate children through the medium of funfilled entertainment. The games here are grouped into categories such as English, history, science, social studies and mathematics and are meant for use at the lower primary level. These educational board games were developed by the teachers of Sri Atmananda Memorial School, Kerala, who have actually used these games to great advantage while teaching their students.




Libraries Got Game


Book Description

A much-talked-about topic gets thorough consideration from two educator-librarians, who explain exactly how designer board gameswhich are worlds apart from games produced strictly for the educational market can become curricular staples for students young and old.




New Traditional Games for Learning


Book Description

A growing interest in the use of games-based approaches for learning has been tempered in many sectors by budget or time constraints associated with the design and development of detailed digital simulations and other high-end approaches. However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively – involving simple card, board or indoor/outdoor activity games. New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and work-based learning or training). Together, the chapters provide a wealth of evidence-based ideas for the teacher, tutor, or trainer interested in using games for learning, but turned off by visible high-end examples. An editors’ introduction pulls the collection together, identifying shared themes and drawing on the editors’ own research in the use of games for learning. The book concludes with a chapter by a professional board game designer, incorporating themes prevalent in the preceding chapters and reflecting on game design, development and marketing in the commercial sector, providing valuable practical advice for those who want to take their own creations further.




The Scrambled States of America


Book Description

The states become bored with their positions on the map and decide to change places for a while. Includes facts about the states.







Georgian and Victorian Board Games


Book Description

As the turn from the 18th to the 19th century approached in Great Britain, more and more parents and teachers embraced a suggestion from the philosopher John Locke that learning might be made a play and recreation to children. 'Georgian and Victorian Board Games: The Liman Collection' includes the most beautiful and rare games of the time collected by Arthur Liman. Showcasing 50 games that were made for both instruction and delight, the book reflects on a transatlantic market that flourished into and through the 19th century. Although games were often printed on linen or board instead of delicate paper, many fell apart due to enthusiastic use. But those that survived open a window onto the time period in which they were created, reflecting its social and moral priorities as well as a wide range of educational subjects. 'Georgian and Victorian Board Games: The Liman Collection' will appeal to both experts and people who will discover this unusual art form for the first time. The oversize format allows for a close inspection and reading of the wonderfully imaginative and interesting information on the museum-quality game boards while reproductions of some of the pages from the detailed instruction booklets allow for an even deeper look into the games and how they were played. The games themselves are beautifully detailed produced by a handful of the best-known publishers of the era, the hand-color engraved games look as vibrant and colorful as they did two centuries ago. Also included in the lavishly produced book are five gatefolds that illustrate the games and their complete instructions and rules so as to allow modern readers to try their hand at these fascinating and historic games.




Board Games in the CLIL Classroom


Book Description

The present book explores how modern board gaming and language teaching can be beneficially combined to achieve optimal impact. Modern board games have a lot to offer language learners and teachers, and they should play a much more significant role in what has been labelled "Content and Language Integrated Learning" or CLIL. Modern board games require cooperation, problem-solving, active discovery, interpretation and analysis. Most importantly, modern board games allow students to explore a hypothetical environment without the risk of language errors. The key ingredient of the present book is "game-based learning and teaching theory", or GBLTT, a theoretical framework which measures learning outcomes based on gaming and learning procedures. GBLTT is focused on balancing information and gameplay as well as putting a focus on the ability of each learner to retain language competence and to put their subject to realistic situations.




Games and Learning Alliance


Book Description

This book constitutes the refereed proceedings of the 7th International Conference on Games and Learning Alliance, GALA 2018, held in Palermo, Italy, in December 2018.The 38 revised regular papers presented together with 9 poster papers were carefully reviewed and selected from 68 submissions. The papers cover the following topics: games for skills training; game design; methods and tools; gamification and innovative game approaches.




New Traditional Games for Learning


Book Description

A growing interest in the use of games-based approaches for learning has been tempered in many sectors by budget or time constraints associated with the design and development of detailed digital simulations and other high-end approaches. However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively – involving simple card, board or indoor/outdoor activity games. New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and work-based learning or training). Together, the chapters provide a wealth of evidence-based ideas for the teacher, tutor, or trainer interested in using games for learning, but turned off by visible high-end examples. An editors’ introduction pulls the collection together, identifying shared themes and drawing on the editors’ own research in the use of games for learning. The book concludes with a chapter by a professional board game designer, incorporating themes prevalent in the preceding chapters and reflecting on game design, development and marketing in the commercial sector, providing valuable practical advice for those who want to take their own creations further.