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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 Catherine Croft, Ph.D. Co-Founder, Chief Executive Officer Catlilli Games Serious Play Conference July 10-12, 2018
OUTLINE STEM Games Research Phase 1 Research Phase 2
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
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
STEM Toys • Usually in the form of kits, but slowly changing to more games Technology Math Engineering Science
STEM Games - Science • Most currently too complicated for general audience or for ages 12+, but market is changing
STEM Games - Technology • Most are still gamified puzzles, rather than competitive games
STEM Games - Engineering • Can be directed or open-ended
STEM Games - Math • Most current STEM games are math because it lends itself easily to game mechanics
OUTLINE STEM Games Research Phase 1 Research Phase 2
Research Question Do games enhance learning of content knowledge?
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
The Case Study • Narrative which was integrated with game • Contained stopping places for questions, fillable charts, and gameplay
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/
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
Conclusions Games integrated within the classroom have the potential to enhance student engagement and learning
OUTLINE STEM Games Research Phase 1 Research Phase 2
Research Question Do tabletop games enhance learning of content knowledge?
The Games coding board game, ages 6+ genetics board game, ages 4+
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
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
Questions? Catherine Croft, Ph.D. Co-Founder, Chief Executive Officer Catlilli Games www.catlilli.com catherine@catlilli.com