Engaging Students in the Library through Tabletop Gaming
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ERIC Institute of Education Sciences
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| Format: | Recurso educativo Open Access |
| Langue: | en |
| Publié: |
2017
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| _version_ | 1867181845718761472 |
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| author | Alvarez, Vivian |
| author_facet | Alvarez, Vivian Alvarez, Vivian |
| collection | Education Resources Information Center |
| contents | Engaging Students in the Library through Tabletop Gaming Alvarez, Vivian Learner Engagement Public Libraries Educational Games Video Games Teaching Methods Skill Development Learning Activities Critical Thinking Problem Solving Student Motivation Besides being a social experience, tabletop games can serve as intrinsic educational tools that tap into students' needs and interests, inspiring them to find motivation in applying new knowledge to their academic work. Why? Because, as with school, every game has a very specific set of rules by which participants must abide. Experiences with analog games are reflective of players' abilities, and how they apply their knowledge directly influences their chances of winning. The goal is for students to adapt these learned skills and dispositions, and then apply them to their education, extracurricular programs, and social lives. Although many traditional games, such as Monopoly, rely mostly on a luck mechanism, newer games such as Agricola and Dominion, rely more on player agency, have become more prevalent, and are more representative of modern tabletop games being introduced in libraries. Not only have modern tabletop games proven more engaging than many of the older games, but they also have proven to leave fewer feelings of resentment or discouragement if gaming outcomes are not favorable. In fact, students leave the table strategizing better outcomes and looking forward to the next challenge. The purpose of engaging students in analog learning experiences is not to lure students away from digital media but to foster students' awareness of the habits formed by both analog and digital activities. |
| format | Recurso educativo Open Access |
| id | eric_EJ1136315 |
| institution | ERIC Institute of Education Sciences |
| language | en |
| publishDate | 2017 |
| record_format | eric |
| spellingShingle | Engaging Students in the Library through Tabletop Gaming Alvarez, Vivian Learner Engagement Public Libraries Educational Games Video Games Teaching Methods Skill Development Learning Activities Critical Thinking Problem Solving Student Motivation Engaging Students in the Library through Tabletop Gaming Alvarez, Vivian Learner Engagement Public Libraries Educational Games Video Games Teaching Methods Skill Development Learning Activities Critical Thinking Problem Solving Student Motivation Besides being a social experience, tabletop games can serve as intrinsic educational tools that tap into students' needs and interests, inspiring them to find motivation in applying new knowledge to their academic work. Why? Because, as with school, every game has a very specific set of rules by which participants must abide. Experiences with analog games are reflective of players' abilities, and how they apply their knowledge directly influences their chances of winning. The goal is for students to adapt these learned skills and dispositions, and then apply them to their education, extracurricular programs, and social lives. Although many traditional games, such as Monopoly, rely mostly on a luck mechanism, newer games such as Agricola and Dominion, rely more on player agency, have become more prevalent, and are more representative of modern tabletop games being introduced in libraries. Not only have modern tabletop games proven more engaging than many of the older games, but they also have proven to leave fewer feelings of resentment or discouragement if gaming outcomes are not favorable. In fact, students leave the table strategizing better outcomes and looking forward to the next challenge. The purpose of engaging students in analog learning experiences is not to lure students away from digital media but to foster students' awareness of the habits formed by both analog and digital activities. |
| title | Engaging Students in the Library through Tabletop Gaming |
| topic | Learner Engagement Public Libraries Educational Games Video Games Teaching Methods Skill Development Learning Activities Critical Thinking Problem Solving Student Motivation |
| url | https://eric.ed.gov/?id=EJ1136315 |