Board Games as Learning Tools
Board Games as Learning Tools
Tunja
2019
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Tunja
2019
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Acceptance Note
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Jury
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Jury
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Acknowledgments
We want to thank God for guiding every step in the development of this
project, to our family and friends who, in one way or another, contributed to make it happen
with the collaboration of teacher Alexandra Benavides, who motivated and guided the
Introduction
learning tool where playfulness becomes one of the most important characteristics
allows the teacher to innovate new strategies to facilitate their teaching in such a way that
for boys and girls, learning should be feasible, fun, and above all clear, concrete and
I need to establish criteria and make decisions in any situation that arises.
board games within the area of social sciences and mathematics, in which it is evident
the application of playful tools based on the structure of board games such as
ladder, lottery, and parks. it also maintains a theoretical character that allows for guidance.
Background
Palermo. This school located in Buenos Aires (Argentina) and directed by Marina Rizzo and
Ernesto Juliá, chess players and passionate Grade project. 8 for initial education;
who have detected the lack of attention, hyperactivity, and other factors in students
Al buscar una solución a esta problemática, han considerado que en el currículum falta
a subject that teaches the student to distinguish between a thought, a feeling, and a
emotion (De Bono 1970) It is also recommended that parents create spaces in the house where
a teacher for whom the priority is the construction of the inner world of the students,
Showing them the game step by step and guiding them through the thinking processes
Gradually, they will achieve unexpected progress, but the best will be the conviction of being able to.
do, solve and think, because it will revert to self-esteem and to grow in values. (Play
The Teacher And The Children Win) The General Coordination: Specialist Constanza Lía
Saavedra Moreno, I call him in the playful project of traditional games of the Institution.
Joaquín París Technical Educational Institution. (Ibagué-Colombia). The project is based on agreement 015.
from 2005 through which the chair of 'chess culture' is implemented in the
municipality of Ibagué.
These described strategies allow for visualizing the different ways of application of
research.
8
Problem statement
critical thinking, the good disposition for learning, also awakens the
curiosity and create situations that allow for thinking about their solutions (Caneo,
1987).
Within the Integral School of the Andes, there is a problem concerning the
the way classes are conducted, considering that many of the contents are
viewed theoretically, and for this reason, it becomes a bit tedious, for this reason, this
project allows the development of strategies that involve board games within the
class dynamics, which allows students to carry out and learn the contents of
Problem formulation
Justification
master to venture into new teaching techniques, so that they reach their students
through games allows them to develop skills and abilities according to Solé (1990) not only
mathematicians and historians that allow the student of the Integral School of the Andes
develop their learning, due to the playful and intellectual characteristics of the games
tables such as, the ladder, the parquets and the lottery, can be used as a resource
pedagogical. On the other hand, it allows for a more friendly connection between the teacher and the
teaching.
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Objectives
General objective
Specific objective
1. Identify what type of board games the students of the integral school prefer.
of the Andes
3. Evaluate the strategy taking into account the learning acquired by the
students from cycle III and IV of the Integral School of the Andes
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Reference framework
For the construction and structure of this project, some consultations were taken into account.
such as documentary sources, books, websites that helped guide the strategy.
starting from the theoretical and legal foundations from different perspectives of thought.
Marco teórico
guaranteed by the new education: Games. Education is playful and must provide joy.
Outside. Take the children outside of the four walls as often as possible. In general, the
The classroom is for them a cage. Movement, all education from pre-kindergarten to primary is based on
of movements.
What is the game? The game is a recreational exercise where skills are demonstrated.
skills and tricks, with exercises of agility and dexterity that are practiced through
rules; these games can be in pairs, collective, and individual. The games are
a place where ideas are shared that participate or do not participate in an organized activity.
He also participates in working groups and initial conflict management with the help of others.
Another way to interpret the game, as Huizinga suggests (1936 p.71), is that to
based on the experiences, studies, and theories of play, there is a conviction that culture
human emerges from the game and in it the idea develops that all human actions are nothing more
that a game. The immediate instinct of preservation gives a sense to vital occupation.
"Every game means something," says Huizinga (1936). The proposal of the Dutch educator,
formation of his theory, with special attention to his ideas about war as a game, that
What are Board Games and how are they applied in Education Humans
They have been practicing board games since ancient times. Many have come and gone.
during our tumultuous history, archaeologists have found this type of game among the
ruins of Ancient Egypt, Rome, and Greece. Some are similar to those we enjoy in the
current affairs, like ladies and chess. Even so, the ideas have been here for thousands of years.
that have transcended between several generations. In adulthood, in some activities, one
makes it easier to handle thanks to what is learned from childhood. It is obvious that children who
They go to gardens or have playmates from a very young age, which gives them greater skills.
The most successful people have something in common: the ability to deal with people and
manage situations that require calmness but at the same time agility of action
reaction. For this reason, it is good as parents to help their children develop those
emotional skills they will need to face life's problems and for
be successful
Presents, Ernst Zermelo and Claude Shannon, (1912) the German mathematician, that the
board games are strategic, the complexity of the games can be measured depending on
the ability of boys and girls to develop each of them as: The
The complexity of the state space of a game is the number of positions accessible from the
initial position of the game with the challenges that these activities require. In chess, the
The decision complexity of a game is the number of moves and decisions that it establishes.
value of the initial position for the player who moves second. According to Blanco (2009)
early childhood girls provide them with the necessary tools for the
decision-making respecting the rules that allow the boy and the girl to form and
In this way, it can be inferred that board games play a fundamental role.
en el desarrollo del aprendizaje de los estudiantes, por este motivo es necesrio acercar a los
documents to these types of tools that allow you to improve classes, making them more appealing
and fun.
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Legal framework
to prepare, strengthen the pedagogical and research work of teachers within the
necesarios para cumplir sus labores eficazmente dentro y fuera del aula de clase.
participatory and dynamic that makes it easier to understand life as an experience of enjoyment, creation and
freedom, in the full development of human potentialities, for its realization and
improvement of individual and social quality of life, through the practice of activities
intellectual recreational physics. (Law 181, 1995, Art. 5) Thus, the Constitution
The National Political Constitution (1991) states that: They are fundamental rights.
of children: full life, physical health and social security, balanced nutrition, their
name and nationality, having a family and not being separated from it, care and love, the
education and culture, recreation and their free expression of opinion. Both to individuals, to
Methodology
group activities in the context of the Integral College of the Andes, which allowed for development
understand the perspective of the surveyed students, it also allows young people
study in a more integral and complete way. It is an inductive learning process and
allows the researcher to interact with the student population and with the data that they
which allows for collective research and learning about reality, based on an analysis
16
critical with the active participation of the involved groups, which aims to stimulate the
Sources of information: Primary since the sources used were within the
same students.
Analysis of results
and m
a little ear % % %
1 9 5 3
3 17 2 09 1.52 7.50
4 3 2
ten chess ot
6 1 1
ten passive ot
6 1 2
estr diver it
7 9 1
yes no
8 1 0
4 5 0
bass trasv lu
5 3 1
1
1
2
3
6%
23% 9%
4
11%
5
20% 14% 6
7
17%
8
9
10
question 1.
60
51.5
50
37.5
40
30
17
20 12 9.1
10 3
0
1 NOTHING LITTLE A lot % % %
According to the surveys conducted with the students of the INTEGRAL COLLEGE OF THE
ANDES 51% are not interested in board games because they seem very passive to them.
It was determined that 37% of the student population practices it but in a way
distractor
20
question 2.
50
42.4
40
30.3
30 25.0
20 14
10 8
10 2 0 0 0
0
1 2 3 4 5 6 7
Series1 Series2
It is evidenced that: of the surveyed students, 44.4% play board games (tennis of
board games) for a few months now. Moreover, 30.3% indicate that they play board games occasionally.
QUESTION3
Series1 Series2
80 60.6
60
40 20 18.2 18.8
6 6
20 3 0 0 0
Series1
0
1 2 3 4 5 6 7
question 4.
60.6
80
60
20 25.0
40 8 12.1
4
20 4 0 0 0
Series1
0
1 2 3 4 5 6 7
Series1 Series2
question 5
75.8
80
60 25
40 9.1 12.5
3 4
20 5 0 0 0
Series1
0
1 2 3 4 5 6 7
Series1 Series2
75.8% believe that board games are more about strategy that helps to awaken.
And the 12.5 differ in their appreciation of the importance of board games.
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7. Do the teachers at the Integral School of the Andes implement board games to
QUESTION 6 AND 7
Series1 Series2 Series3
84.8
54.5
42.4
28 14 18
7
12.1 0.0
4 0.0 Series3
6 0 0
Series1
1 2 3 4 5 6 7
According to the survey, there is evidence of the need for teachers at the COLLEGE
learning
According to the chart, the highest percentage applies to requesting that the teachers of
Schools conduct their classes with the help of board games as a learning strategy.
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pedagogical.
question 8
54.5
60
30.3
40 18
10 12.5
4
20 8
0 0 0
Series1
0
1 2 3 4 5 6 7
Series1 Series2
25
Conclusions
The students of the Integral School of the Andes are interested in learning.
through board games since they are more appealing and require a lot of skills.
in different areas.
Appendices
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Bibliographic reference
[Link]
learning
contribution of psychology
Bogotá: Author.
The project addressed student disengagement in theoretical classes by integrating board games into the curriculum, making learning more interactive and relevant to students' experiences. By transitioning from purely theoretical instruction to a more dynamic board-game-based learning model, students were engaged in practical application of concepts in social sciences and mathematics. This shift from passive to active learning helped enhance students' motivation and attention, thereby reducing disengagement .
The study employed a qualitative, participatory action research design, which allowed direct interaction with students to gather in-depth insights into their preferences and perceptions regarding board games as a learning tool. By actively engaging students through surveys and participatory sessions, researchers were able to accurately capture student sentiments and preferences, including their lack of enthusiasm for passive board games and preference for more interactive learning strategies. This approach effectively aligned educational strategies with student interests .
The theoretical framework suggests that play is an essential aspect of learning that provides joy, encourages movement, and fosters exploration and discovery. The framework draws on theories by educational psychologists like Armstrong and Huizinga, who propose that play is not only a leisure activity but also a significant element for educational and cultural development. It promotes skills like agility and dexterity and serves as a medium for sharing ideas and managing social interactions, thereby supporting overall learning processes .
Board games serve as an effective educational strategy by promoting engagement and facilitating learning through play, which is identified as a playful and intellectual characteristic beneficial to students. Specifically, the Integral School of the Andes integrates games such as ladder, lottery, and parks to make learning in social sciences and mathematics more interactive, enjoyable, and comprehensible. This method encourages students to develop practical skills and make decisions based on game scenarios .
Historically, board games have been utilized across civilizations such as Ancient Egypt, Rome, and Greece, serving as both recreational activities and means of social interaction. Their evolution into educational tools reflects their enduring appeal and applicability in teaching strategic thinking and social skills. In modern education, board games provide a hands-on learning experience, promoting active engagement and a deeper understanding of curricular content. This blend of cultural heritage and educational utility underscores the games' ongoing relevance in nurturing analytical and critical thinking skills .
Using board games as a pedagogical tool has significant implications for enhancing students’ critical thinking and problem-solving skills. Board games require students to strategize, anticipate possible outcomes, and make decisions based on logic and reasoning, which are key components of critical thinking. Additionally, the problem-solving nature of many board games pushes students to address challenges and work through multiple solution strategies. This not only aids in understanding complex concepts but also in developing persistence and resilience in academic pursuits .
Piaget viewed games as critical for cognitive development, providing a structure for children to build cognitive skills through interaction, rules, and the negotiation of meaning. Vygotsky emphasized the social interaction inherent in game-playing as a vital component of development, arguing that such social interaction plays a fundamental role in the process of cognitive development by allowing problem-solving skills to develop through cultural tools (such as language) mediated by more knowledgeable others. Both perspectives support the use of games in fostering a richer educational environment .
The survey revealed that 51% of students at the Integral School of the Andes are not interested in board games, viewing them as too passive. Meanwhile, 37% engage with them as a distraction, and only 9% use them as a strategy for developing study skills. Despite this, 54.5% of students believe board games should be used as a pedagogical material in subjects .
The objectives of the board games promotion strategy included identifying student preferences for board games, designing a strategy for implementing them in thematic areas like social sciences and mathematics, and evaluating the strategy based on student learning outcomes. The evaluation focused on assessing changes in student engagement and learning achievements, using surveys to gauge preference shifts and qualitative feedback to measure the effectiveness of the games in meeting educational goals .
The main challenges in implementing board games included student perceptions of games as overly passive and a lack of teacher preparedness to integrate games effectively into the curriculum. These challenges were addressed by designing board game activities that clearly align with educational outcomes and training teachers to use these games as tools for facilitating deeper engagement and critical thinking. Ensuring a variety of games that cater to diverse student interests also helped mitigate the perception of games as passive learning tools .