How Board Games Are Used in the Classroom

Eight educators discuss how they use board games as part of their lessons

How Board Games Are Used in the Classroom

I learned quite a bit from a tiny robot named 2-XL. 

If you’re not an official Old™ like me, you may not remember this kids’ toy, which first appeared in 1978, and was a glorified 8-track cassette player with an interactive component. There were over 40 tapes available for the original model, and they’d play recordings that offered educational content and trivia, often stopping to allow the listener to press a button to answer A, B, or C (or true/false). A couple of the tapes even came with—you knew this was coming at some point—a board game. For roughly 7-year-old Keith, it meant that learning could be fun. (Okay, 7-year-old Keith already thought learning was fun, because he was, and remains, a super-big nerd who likes learning, but just go with it.)

It’s been a few decades since then, unfortunately, and now my daughters have all used games somewhere outside of the classroom for learning, often with the direct sanction of their teachers, with apps like ExtraMath, Rocket Math, and Duolingo all gamifying some aspect of learning. Duolingo claims 46 million active users; I used it to learn enough Welsh to communicate with some of my wife’s cousins when we visited there a few years ago. Using games to learn or review or reinforce information on your own time has become so accepted for this generation that explaining to them that (grumpy old man voice) back in my day parents and teachers thought games were just a waste of time is like explaining to them how rotary phones worked.

Acceptance of games within the classroom doesn’t seem to be the same, even with a small body of research showing the value of games in educational settings. There are plenty of teachers and professors trying to work board games into their classrooms, combining their love of games with a desire to increase students’ interest and engagement while also teaching them hard and soft skills. I spoke to eight educators, ranging from elementary school teachers to college professors, about how and why they use tabletop games in their classes and what makes those games good choices for their goals.

Why use tabletop games in the classroom?

“Who says that learning and fun have to be mutually exclusive?” asks Steve O’Rourke, Assistant Professor of Psychology at SUNY Westchester Community College. Indeed, the idea of making learning fun was a constant theme in these conversations, both because as teachers they want their students to want to learn, and because the dopamine rewards we get from games can increase both reinforcement learning (we learn from the consequences we see from our actions) and declarative memory learning (retrieval of facts, concepts, or ideas)*.

“School should be fun. If students get to go to school and do things like this, they meet new people, form connections with other people they might not otherwise get to form connections with,” says Jared Fishman, a history teacher at Brunswick School in Greenwich, Connecticut and the co-founder of 20-Sided Gamified LLC.

Tabletop games, including traditional board games and many role-playing games, create situations where students have to interact with each other and with the material in novel ways, fostering development of interpersonal skills as well as retention of facts. “I mostly use games to train social-emotional skills, as well as executive functions,” says Bart de Jong, a primary school teacher and designer of the games Bable and L’oaf. “Social-emotional skills include things like working together, loss acceptance, assertiveness, and patience. Executive functions are things like logical reasoning, planning ahead, and risk assessment.”

Matt Jackson, a history teacher at the Tower Hill School in Wilmington, Delaware, offered a similar view, saying that “Using board and card games is a soft way of getting students to engage with one another in a competitive or a collaborative way.”

The majority of the comments I received from educators were about fostering these softer skills, such as communication, collaboration, and negotiation, along with related skills like learning to see and understand someone else’s point of view. There’s a benefit to students from feeling like they’ve accomplished something when they win a game or finish a scenario, with or without a tangible reward from it, and several educators pointed to the bonds that form from these shared experiences. Scott Clothier, a history teacher at Wilmington Friends School (also in Delaware), uses Diplomacy in his classes, in part because “every time you move a piece, it impacts everyone else. Everything is interconnected.”

“I’m a cognitive neuroscientist, I look at decision-making and the brain,” says Ben Dyson, an Associate Professor at the University of Alberta. “As a tabletop player I’ve noticed that some games are extremely elegant in terms of things you’d teach in a cognitive psychology class,” citing risk assessment as one such area where games can illustrate concepts more effectively than a textbook might.

What makes a game work in the classroom

Time is the enemy of using games in the classroom, so teachers who want to introduce tabletop games have to either focus on games that are short enough to play during class periods or modify existing games to make them fit. 

“I mostly use games that are 1) easy to explain, 2) short to play, and 3) where I can play an active role (as game master for example),” says De Jong, whose students are mostly 8-10 years old. Nearly everyone echoed at least the first two points, although Clothier mentioned that because his school has occasional 80-minute class blocks, he can go longer in Diplomacy sessions than would be possible in a typical class length.

Prof. Camilla Zamboni, who teaches Italian at Wesleyan as their Section Head and also teaches game design, cited the importance of “GM-less” games, meaning games that don’t require someone to serve as the game master, running the table and explaining rules (sometimes called a DM or dungeon master in role-playing games). “In a classroom, you don’t have five people who can be GMs. You need to be able to explain the rules, so each table is self-sufficient, and you’re just going around the room for support. Ideally, these games are modular, and can be played in one session.”

Games also have to be easy to explain to a group of students who might all be unfamiliar not just with that game, but with tabletop games in general. “Some games get so in depth and you get bogged down in extraordinary rules,” says Clothier. “Maybe you’ll keep three kids interested, but you might lose 13 real quick.” (Sorry, Twilight Imperium fans.)

“Games have to be based on making decisions, be engaging, dynamic. You want kids to be instantly hooked on whatever they’re playing,” adds Fishman. “Even if you have veterans, you want to pick something you can teach in 5-10 minutes, and something that generally plays fast. Our kids are used almost to instant gratification. Games like Monopoly or Risk can take forever, so can I create a finite end to this game based on how much time I have? if you’re willing to put that time in to adapt the game, you can play almost everything.”

What specific games are most useful for education?

Many of the educators I spoke to used bespoke games of their own design or others’ for the classroom, which is beyond the scope of this particular article. They all had at least one off-the-shelf game they had used in class, however, sometimes doing so with modifications to suit their class time or students’ skill levels.

“Every language teacher will tell you they use Dixit,” says Zamboni, who has co-authored a book called Roll for Learning: 51 Micro Tabletop Role-Playing Games to Use in the Classroom. “It allows students to see that knowing a language, even if you have very limited language ability, can be very poetic, because they see how to describe a card with very limited vocabulary. It can still be a beautiful emotional experience. I’ve used it with first semester students. It’s language neutral, so it needs no adaptation.” She also mentioned Just One as a favorite, as the clue-givers only need to give a single word, and all she has to do is adapt the cards with the target words to make sure they line up with the vocabulary they’ve covered in class.

“The best game of all of these I’ve used in the class is Votes for Women by Tory Brown,” says Fishman. “You get to learn about both the people who were supporting women’s suffrage, and some of those unsavory characters why they didn’t support it. You get to play those roles throughout the game and you don’t even know you’re learning.”

“At the Army Command and General Staff College, they use Root,” says Sebastian Bae, a game designer and research analyst at CNA as well as an adjunct professor at Georgetown. “I call it Furry Afghanistan. The cat faction is the NATO military occupation force, trying to win by submission. The raccoons are Pakistan, breaking all the rules. The birds are the Kabul government, which constantly fails, but would succeed if they could just stop collapsing. And the mice are the Taliban, playing the long game, a slow and steady kind of winner. I’ve used War of Whispers, where you play as secret societies. It gives students a great notion of ‘how do I move empires as a non-state actor.’”

Codenames earned mentions from several educators for its power to teach vocabulary in any language. “I’ve used it in A1 (first semester) Italian,” says Zamboni. “The only adaptation that I add is to restrict or change the cards that are used, so if we’ve just done a unit on the classroom, a lot of words will be tied to the classroom. Then I merge decks so it also reviews what we’ve done before, for continuous repetition of vocabulary that doesn’t get trite.” Fishman mentioned that English teacher colleagues of his have used it as well: “If you’re doing a unit on poetry or grammar, things kids normally despise, it could be a fun activity if paired with Codenames.

“You want a game that has either skills goals, so that by playing the game you work on certain skills, or a particular learning goal, so if you’re a science teacher, there are games out there with learning goals in mind like evolution or predator/prey,” adds Fishman.

Clothier uses Diplomacy in his IB History classes after their unit on World War I, although he’s quick to credit the teachers who preceded him for introducing him to the game. “I’d never heard of it before. (His predecessor) described it as Risk without dice or chance”—I’ve heard it called ‘Risk for grown-ups,’ but his description is less snide—“and he went out and bought a big foam board, blew the map up, and left the templates. Every once in a while after half a year of use I just get a new foam board, tape down the old four quadrants and we just use pins. Even with kids moving them around, generally the map pins stay where they’re supposed to. We usually have three games going on in one classroom; if I have 15 kids I have games of 5-5-5, if we’re lucky we do two games at seven players. The game is awesome because a lot of kids understand political geography and can memorize, but now they begin to feel geography. If they’re Germany, they feel surrounded. If they’re England, it’s like, ‘I’m out here I don’t know what to do.’”

De Jong mentioned Can’t Stop, the classic Sid Sackson push-your-luck game, because it’s a great game for practicing simple additions (you roll four dice and move your markers based on the sums of any pairs of them); The Mind, for “assertiveness versus patience, and for practicing not communicating at all which is really hard for kids;” and Ghost Blitz, which Prof. Dyson also mentioned for its value in teaching task-switching, which anyone who’s tried multi-tasking understands is cognitively costly. Ghost Blitz is a fast-moving game of color- and pattern-matching, but if none of the pieces match the color and shape on drawn card, then players have to grab the one object among five that matches neither the color nor the shape—a different cognitive task than positive matching.

Dyson broached Can’t Stop as well, along with Incan Gold (now known as Diamant) as push-your-luck games that encourage students to think about risk and reward. Can’t Stop is quick enough to play in a typical class period, while Incan Gold requires a little modification and is more suitable for the classroom now with the newer name and theme.

Fishman cited Pandemic as a great game for its science content, as it shows on a simple level how contagion spreads, along with the need for a high level of organization and cooperation to defeat a global threat (and how bureaucracy stands in the way). Genius Games has produced several science-specific games designed to teach concepts from biology and chemistry, with Genotype the best pure game among them, although their games tend to run longer than a typical class period. Academy Games has produced education-specific games that have crossed over to the hobby, including Freedom: The Underground Railroad; while the new publisher Central Michigan University Press has released two games, one about the water cycle called Hydrologic and one about the catastrophic 1927 flood of the Mississippi River called Rising Waters.

When I put out this call for educators who might be willing to talk to me for the story, I had more inquiries come in than I could handle. Games are making their way into the classroom, mostly through educators who enjoy the hobby—tabletop or role-playing games—on their own and are looking for ways to introduce it into their pedagogy. It does take the right teacher or professor to do this, as in most cases the people I spoke with were adapting the games they used in some way to make them work within the constraints of their class situations. If students are going to use gamified tools outside of the classroom anyway, why not use analog tools inside of it, not just to teach, but to bring people together, regardless of their ages?

* Paul A. Howard-Jones, Tim Jay. Reward, learning and games. Current Opinion in Behavioral Sciences, Volume 10, 2016, pp 65-72, ISSN 2352-1546, https://doi.org/10.1016/j.cobeha.2016.04.015.


Keith Law is the author of The Inside Game and Smart Baseball and a senior baseball writer for The Athletic. You can find his personal blog the dish, covering games, literature, and more, at meadowparty.com/blog.

 
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