IDEAS home Printed from https://ideas.repec.org/a/sae/simgam/v51y2020i4p411-431.html
   My bibliography  Save this article

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

Author

Listed:
  • 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
    as

    Download full text from publisher

    File URL: https://journals.sagepub.com/doi/10.1177/1046878119901286
    Download Restriction: no

    File URL: https://libkey.io/10.1177/1046878119901286?utm_source=ideas
    LibKey link: if access is restricted and if your library uses this service, LibKey will redirect you to where you can use your library subscription to access this item
    ---><---

    References listed on IDEAS

    as
    1. Jason S. Wu & Joey J. Lee, 2015. "Climate change games as tools for education and engagement," Nature Climate Change, Nature, vol. 5(5), pages 413-418, May.
    2. Benjamin Hoy, 2018. "Teaching History With Custom-Built Board Games," Simulation & Gaming, , vol. 49(2), pages 115-133, April.
    3. Johanna Skillen & Valérie-D. Berner & Katja Seitz-Stein, 2018. "The rule counts! Acquisition of mathematical competencies with a number board game," The Journal of Educational Research, Taylor & Francis Journals, vol. 111(5), pages 554-563, September.
    4. Ping-Han Cheng & Ting-Kuang Yeh & Jen-Che Tsai & Ching-Rong Lin & Chun-Yen Chang, 2019. "Development of an Issue-Situation-Based Board Game: A Systemic Learning Environment for Water Resource Adaptation Education," Sustainability, MDPI, vol. 11(5), pages 1-17, March.
    Full references (including those not matched with items on IDEAS)

    Citations

    Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
    as


    Cited by:

    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. 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.
    3. 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.
    4. Willy C. Kriz, 2020. "Gaming in the Time of COVID-19," Simulation & Gaming, , vol. 51(4), pages 403-410, August.
    5. 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.
    6. 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.

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Kristoffer S. Fjællingsdal & Christian A. Klöckner, 2020. "Green Across the Board: Board Games as Tools for Dialogue and Simplified Environmental Communication," Simulation & Gaming, , vol. 51(5), pages 632-652, October.
    2. Ping-Han Cheng & Ting-Kuang Yeh & Yen-Kai Chao & Jing Lin & Chun-Yen Chang, 2020. "Design Ideas for an Issue-Situation-Based Board Game Involving Multirole Scenarios," Sustainability, MDPI, vol. 12(5), pages 1-20, March.
    3. Katherine Ball & Kirk Jalbert & Lisa Test, 2021. "Making the board: participatory game design for environmental action," Journal of Environmental Studies and Sciences, Springer;Association of Environmental Studies and Sciences, vol. 11(1), pages 12-22, March.
    4. Julia Jouan & Mireille De Graeuwe & Matthieu Carof & Rim Baccar & Nathalie Bareille & Suzanne Bastian & Delphine Brogna & Giovanni Burgio & Sébastien Couvreur & Michał Cupiał & Benjamin Dumont & Anne-, 2020. "Learning Interdisciplinarity and Systems Approaches in Agroecology: Experience with the Serious Game SEGAE," Sustainability, MDPI, vol. 12(11), pages 1-15, May.
    5. Jennifer P. Carman & Marina Psaros & Seth A. Rosenthal & Jennifer Marlon & Marija Verner & Sanguk Lee & Danning Lu & Matthew H. Goldberg & Matthew Ballew & Anthony Leiserowitz, 2024. "Geeks versus climate change: understanding American video gamers’ engagement with global warming," Climatic Change, Springer, vol. 177(6), pages 1-20, June.
    6. María Elena Orduña Alegría & Niels Schütze & Samuel C. Zipper, 2020. "A Serious Board Game to Analyze Socio-Ecological Dynamics towards Collaboration in Agriculture," Sustainability, MDPI, vol. 12(13), pages 1-19, June.
    7. Iñigo Capellán-Pérez & David Álvarez-Antelo & Luis J. Miguel, 2019. "Global Sustainability Crossroads : A Participatory Simulation Game to Educate in the Energy and Sustainability Challenges of the 21st Century," Sustainability, MDPI, vol. 11(13), pages 1-23, July.
    8. David I. Waddington & Thomas Fennewald, 2018. "Grim FATE: Learning About Systems Thinking in an In-Depth Climate Change Simulation," Simulation & Gaming, , vol. 49(2), pages 168-194, April.
    9. Robert-Jan Den Haan & Mascha C. Van der Voort, 2018. "On Evaluating Social Learning Outcomes of Serious Games to Collaboratively Address Sustainability Problems: A Literature Review," Sustainability, MDPI, vol. 10(12), pages 1-26, December.
    10. J. Tuomas Harviainen, 2018. "Connections and Correspondences in Simulation/Gaming," Simulation & Gaming, , vol. 49(2), pages 95-97, April.
    11. Claire Dormann & Kirsten Duda & Busiku Hamainza & Delenesaw Yewhalaw & Charlotte Hemingway & Marlize Coleman & Michael Coleman & Edward Thomsen, 2020. "Evaluation of a game-based training course to build capacity for insecticide resistance management in vector control programmes," PLOS ONE, Public Library of Science, vol. 15(10), pages 1-22, October.
    12. Roberto Di Paolo & Veronica Pizziol, 2024. "Gamification and Sustainable Water Use: The Case of the BLUTUBE Educational Program," Simulation & Gaming, , vol. 55(3), pages 391-417, June.
    13. Tania Ouariachi, 2021. "Facilitating Multi-Stakeholder Dialogue and Collaboration in the Energy Transition of Municipalities through Serious Gaming," Energies, MDPI, vol. 14(12), pages 1-14, June.
    14. Teen-Hang Meen & Charles Tijus & Jui-Che Tu, 2019. "Selected Papers from the Eurasian Conference on Educational Innovation 2019," Sustainability, MDPI, vol. 11(23), pages 1-12, December.
    15. Victoria Wibeck & Tina‐Simone Neset, 2020. "Focus groups and serious gaming in climate change communication research—A methodological review," Wiley Interdisciplinary Reviews: Climate Change, John Wiley & Sons, vol. 11(5), September.
    16. Marie Davidová & Shanu Sharma & Dermott McMeel & Fernando Loizides, 2022. "Co-De|GT: The Gamification and Tokenisation of More-Than-Human Qualities and Values," Sustainability, MDPI, vol. 14(7), pages 1-20, March.
    17. Ju-May Wen & Hai-Dung Do & Eric Zhi-Feng Liu & Chun-Hung Lin & Shihping Kevin Huang, 2023. "Strengthening Writing Ability Among Students Learning Chinese as a Second Language Through Creative Thinking Spiral Teaching Strategy," SAGE Open, , vol. 13(3), pages 21582440231, July.
    18. Jen-Che Tsai & Shiang-Yao Liu & Chun-Yen Chang & Shih-Yeh Chen, 2021. "Using a Board Game to Teach about Sustainable Development," Sustainability, MDPI, vol. 13(9), pages 1-19, April.
    19. Tina-Simone Neset & Lotta Andersson & Ola Uhrqvist & Carlo Navarra, 2020. "Serious Gaming for Climate Adaptation—Assessing the Potential and Challenges of a Digital Serious Game for Urban Climate Adaptation," Sustainability, MDPI, vol. 12(5), pages 1-18, February.
    20. Mikael Mattlin, 2018. "Adapting the DIPLOMACY Board Game Concept for 21st Century International Relations Teaching," Simulation & Gaming, , vol. 49(6), pages 735-750, December.

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:sae:simgam:v:51:y:2020:i:4:p:411-431. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: SAGE Publications (email available below). General contact details of provider: .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.