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Examining Board Gameplay and Learning: A Multidisciplinary Review of Recent Research

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  • Rebecca Yvonne Bayeck

Abstract

Background Recent years have seen the resurgence of board games designed for entertainment, and to teach or explicate real life problems. The revival of board gameplay has been discussed in mainstream media, and has drawn the attention of researchers. Yet, in the field of games studies , the conception of games as learning spaces is mostly emphasized through digital/video games. Aim This literature review reveals the current knowledge regarding the learning potential of board games in various settings, subjects, and diverse learners. Results Board games are spaces for mathematical learning and learning spaces that can enable the learning of various contents. Board games allow for various interactions that result in players engaging in computational thinking, teamwork, and creativity. Conclusion The relationship between board gameplay and learning is evidenced across disciplines and countries. Board games simplify complex issues and systems, which make them appropriate to further explore learning and concepts such as motivation and computational thinking in formal and informal settings. Furthermore, there is need to expand research on learning in commercial board games.

Suggested Citation

  • Rebecca Yvonne Bayeck, 2020. "Examining Board Gameplay and Learning: A Multidisciplinary Review of Recent Research," Simulation & Gaming, , vol. 51(4), pages 411-431, August.
  • Handle: RePEc:sae:simgam:v:51:y:2020:i:4:p:411-431
    DOI: 10.1177/1046878119901286
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    References listed on IDEAS

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    1. Benjamin Hoy, 2018. "Teaching History With Custom-Built Board Games," Simulation & Gaming, , vol. 49(2), pages 115-133, April.
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    1. Miyuki Shimabukuro & Tomohiro Toki & Hitoshi Shimabukuro & Yoshiaki Kubo & Soyo Takahashi & Ryuichi Shinjo, 2022. "Development and Application of an Environmental Education Tool (Board Game) for Teaching Integrated Resource Management of the Water Cycle on Coral Reef Islands," Sustainability, MDPI, vol. 14(24), pages 1-24, December.
    2. Shahreena Daud & Zarinah Abu Yazid & Norraeffa Md Taib & Mohd Zailani Othman & Idris Osman, 2024. "Evaluating the Impact of Usability Components on User Satisfaction in Educational Board Games using the MEEGA+ Framework," Information Management and Business Review, AMH International, vol. 16(2), pages 195-206.
    3. Willy C. Kriz, 2020. "Gaming in the Time of COVID-19," Simulation & Gaming, , vol. 51(4), pages 403-410, August.
    4. Jakub Swacha & Rytis Maskeliūnas & Robertas Damaševičius & Audrius Kulikajevas & Tomas Blažauskas & Karolina Muszyńska & Agnieszka Miluniec & Magdalena Kowalska, 2021. "Introducing Sustainable Development Topics into Computer Science Education: Design and Evaluation of the Eco JSity Game," Sustainability, MDPI, vol. 13(8), pages 1-17, April.
    5. Catherine Hui Tiing Wong & Melor Md Yunus, 2021. "Board Games in Improving Pupils’ Speaking Skills: A Systematic Review," Sustainability, MDPI, vol. 13(16), pages 1-11, August.
    6. Deborah Coz & Raphaël Mathevet, 2024. "Human–Wild Boar Coexistence: A Role-Playing Game for Collective Learning and Conflict Mitigation," Sustainability, MDPI, vol. 16(9), pages 1-16, April.

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