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Boardgames in the

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Daniel Rocchi

on 13 January 2016

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Transcript of Boardgames in the

Boardgames in the
Classroom

Main Idea
Games can develop critical thinking, stimulate creativity, and build social skills within the classroom, all while delivering curriculum.
BRAINSTORM
ELEMENTS
copy and paste as needed and take advantage of an infinite canvas!
How can we use boardgames in the
classroom to support and enrich the
learning of students, and why does
everyone hate Monopoly?
But first, it's time for...
Rise of the
German Game
(or Eurogame)
and
the Board Game Renaissance
What makes a game,
and what makes a game good?
Why
and
How?

Thank you.

Now go play some games
Win,
Lose,
or
Banana
Rules
1. Each player draws a card and looks at it secretly.
2. If you are the "Winner" you reveal your card and declare yourself the winner.
3. The "Loser", not wanting to be the loser, tries to convince the winner that he is actually the "Banana". The banana, understandably does not want their position usurped, and so advocates passionately that they are the one, true banana.
4. After much deep debate (pleading, shouting and screaming), the Winner picks
one player, choosing who they think is the Banana.

5a. IF the Winner correctly identifies the
Banana, both the Winner and Banana win
the game, and the Loser true to his name,
loses.
BUT...
5b. If the Winner mistakenly chooses the Loser
as the Banana, the Loser wins and the Winner
and Banana go home to cry in their beers.
So that was fun, but what am I learning?
Board games are experiential. Students get involved intellectually, physically and emotionally. Players engage in critical thinking and creativity in a social environment.

Once we understand what a board game is, we can use it to relay
specific information or lessons.
What makes a game?
What makes a game?
It's time for a few...
DEFINITIONS
Theme
Theme in games is the element of representation, the world or setting of the game, and often includes a basic narrative.
abstract
simulation
Michael Stevens, Vsauce
Go
Chess
Monopoly
Power Grid
Here I Stand
1. All games are at their core Mathematical Systems
Whether it is the roll of a die, the value of a card, the spaces around a board, the money collected, or the points scored, a good game is a careful balance of a number of
interconnected mathematical systems.
2. All games are at their core Experiential
Above and beyond the dice, pawns, money, board, and components, a good game is the charge of rolling the dice, the excitement of competition, the element of surprise, the thrill of victory, the agony of defeat, and ultimately, a sense of PLAY.
Mechanics
Mechanics in games are constructs of
rules intended to produce a game or gameplay.
Basic Game Mechanics
Dice and Cards
Movement
Auction or Bidding
Resource Management
What makes a game good?
"A game is a problem solving activity, approached with a playful attitude." Jesse Schell, Game Designer
1. Continuously challenging- goals and rewards

2. Flexible- multiple paths to victory

3. Competitive- Player interaction

4. An element of luck
1. Continuously challenging- goals and rewards
Games should offer clear short term goals, within the overall context and victory conditions of the game. This is best achieved by gameplay broken into turns or rounds. Within these shorter units players should be able to gain rewards or advantages that give the player immediate capabilities or opportunities.
2. Flexible- multiple paths to victory
Good games provide different ways to achieve the goals within the game. Games which are "scripted" or follow a linear progression can be dull and stifling. A great example of a good game is Civilization, which allows players to choose military, economic, or cultural strategies (or a combination) to achieve victory.
3. Competitive- Player interaction
In any game, players are attempting to achieve similar or conflicting goals, which creates conflict or competition in play. In a good game, players' decisions or actions can affect or influence gameplay, other players or outcome. Players become more invested in a game where they feel immediately responsible for the outcome.
4. An element of luck
Games of open information, or no-luck games, such as Chess or trivia games are challenging and satisfying when played by players of near or equal ability. Otherwise they can be imbalanced and frustrating. Conversely, games which are overly lucked based can undermine strategy and planning, and create bad feelings if one feels "the dice are against them". A good game finds a balance between the two, adds an element of surprise and in a way, mimics the unpredictability of life where you can't control all the variables.
"While theme is the hook, the components are the bait, the rules are the line
etc., it's the mechanics that keep us coming back to the good games again
and again (they're the sinker in my fishy analogy)."

Sen-Foong Lim, Game Designer
So why does everyone hate Monopoly??
Goals and rewards-
Hard to plan because you are always at the mercy of the dice. Also, you can go many turns just paying rent and not advancing toward victory.

Flexible/ Multiple paths to victory-
There is only one path to victory: make the most money and be the last capitalist standing.

Competitive/ Player interaction-
While Monopoly can be VERY competitive, player interaction is extremely limited beyond paying and collecting rent. (* not allowing for the auction rule.)

Element of Luck-
Monopoly is monopolized by luck. The spaces you move, the property you buy, the Chance cards are all decided by luck, leaving little room for individual decisions. And don't get me started on Free Parking!




German games or Euro games or Designer games or whatever you want to call them
German 1st edition, 1995
English 1st edition, 1996
English 4th edition, 2007
* Resource management
* Dice rolling
* Route building
* Modular board
* Route/ network building
* Trading
Collectable Card Games
Magic the Gathering, 1993-over 12,000 different cards
Yu Gi Oh, 1999- over 25 billion cards sold
Magic the Gathering for ios
The Board Game Cafe
(or could there be a better name than
"Snakes and Lattes"?)
Why?
How?
Social Skills
* winning and losing
* taking turns
* negotiation
* teamwork
Leadership Lessons
* resource management
* dealing with conflict
* adapting plans
(Forbes Magazine, 2013)
Neurological Development
Play is an important way that children build complex, skilled, responsive, socially adept and cognitively flexible brains. (NY Times, 2008)
Play as Microcosm of Life
In this hypothesis, play is preparation for adulthood. It is a way to learn and rehearse skills children will need in life, in a secure environment where mistakes will have few consequences.
Numeracy and Literacy
Chess has been a part of curriculum in grades 2-7 in Quebec and New Brunswick (as well as 30 other countries) and has found increased gains in math problem solving and comprehension.
Warm up/ Anticipatory set
Reward
Complement to Curriculum
* Ancient Civilizations
* Events in WW II
* Periodic Table of Elements
* Cities in Europe, West to East
Possible Rethemes
Summative Design Assignment
* Toronto game retailers
* Value Village/ Dollar stores
* Boardgamegeek.com forums
* Second hand/ ding and dent
* Print and Play
Games
Sources
Full transcript