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STEM Tabletop Games for K-12

Although digital games can be wonderful tools for K-12 education, most public educators have limited access to computers in the classroom. As scientists/engineers who transitioned to teaching, we utilize simple, affordable tabletop game solutions to help children engage with complex STEM concepts. In this session we will discuss advantages of using tabletop games in the classroom, using our own experience as examples.

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STEM Tabletop Games for K-12

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  1. STEM Tabletop Games for K-12 Catherine Croft, Ph.D. Co-Founder, Chief Executive Officer Catlilli Games Serious Play Conference July 10-12, 2018

  2. OUTLINE STEM Games Research Phase 1 Research Phase 2

  3. What Makes a STEM Game? • ”Smart” games do NOT necessarily = STEM games Science Technology STEM • STEM games teach specific concepts, NOT general abstract thinking skills or fine motor coordination Engineering Math

  4. Tabletop Games • Modern resurgence in popularity of board games • Board games fastest-growing sector of toy industry (up 28% last year) • Advantages: Cost-effective, low-tech method of reaching students of all socioeconomic status

  5. STEM Toys • Usually in the form of kits, but slowly changing to more games Technology Math Engineering Science

  6. STEM Games - Science • Most currently too complicated for general audience or for ages 12+, but market is changing

  7. STEM Games - Technology • Most are still gamified puzzles, rather than competitive games

  8. STEM Games - Engineering • Can be directed or open-ended

  9. STEM Games - Math • Most current STEM games are math because it lends itself easily to game mechanics

  10. OUTLINE STEM Games Research Phase 1 Research Phase 2

  11. Research Question Do games enhance learning of content knowledge?

  12. Initial Study – Digital Games • We performed in collaboration with Yale Learning Center • Digital game, “Operation Ebola!” • Tested in Immunology course administered by Yale Global Scholars summer program

  13. The Case Study • Narrative which was integrated with game • Contained stopping places for questions, fillable charts, and gameplay

  14. The Game • Operation: Ebola! • You are Ebola and must fight your way through the body’s defenses to successfully infect a human • Play game: http://catlilli.com/play- digital-games/

  15. The Participants

  16. Experimental Design

  17. Data – Student Engagement

  18. Data – Student Learning

  19. Data – General Correlational Analysis

  20. Data – Correlational Analysis with Gameplay

  21. Summary of Results 1) Students found the activity to be engaging and thought it improved their understanding of the material 2) Student learning was enhanced by the activity, as evidenced by pre/post- test knowledge scores 3) Increased frequency of student gameplay was correlated with higher post- knowledge scores

  22. Conclusions Games integrated within the classroom have the potential to enhance student engagement and learning

  23. OUTLINE STEM Games Research Phase 1 Research Phase 2

  24. Research Question Do tabletop games enhance learning of content knowledge?

  25. The Games coding board game, ages 6+ genetics board game, ages 4+

  26. Experimental Design • Elementary school students: Grades K-5 • Current testing center: Fauquier Community Child Care, Summer Camps • Will expand to future testing centers nationwide Phase 1Pre- Phase 2Play game Phase 3Post- Knowledge knowledge

  27. STEM Games - Resources • Examples of catalogs: Mindware, Fat Brain Toys, Lakeshore Learning, HearthSong, Kaplan Toys, Discovery Toys, Educational Insights • Science Game Center: http://www.sciencegamecenter.org/ • A Mighty Girl: https://www.amightygirl.com/blog?p=16714&https=true

  28. Questions? Catherine Croft, Ph.D. Co-Founder, Chief Executive Officer Catlilli Games www.catlilli.com catherine@catlilli.com

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