Math talk during traditional and digital number board game play

2021 ◽  
Vol 76 ◽  
pp. 101312
Author(s):  
Hannah G. de Vries ◽  
Kayla D. Polk ◽  
Kristen N. Missall
2015 ◽  
Vol 5 (6) ◽  
pp. 1 ◽  
Author(s):  
Rei Masuda ◽  
Jonathan DeHaan

<p class="western"> </p><p>Language and games are both creative activities that can exhibit unexpected behaviors and meanings. Previous studies in the connections between games and language have focused on digital games. The current study investigated the emergence of language in a modern cooperative board game (Pandemic) and used discourse analysis tools to compare and contrast the textual rule book and oral discussions in observed gameplay in terms of speech acts and vocabulary. Unexpected language did emerge in the gameplay, and in general, the longer text and sentences of the rulebook contained more academic vocabulary, and the shorter game play language contained more slang and expressives. Limitations of the study are elucidated and suggestions for future research and uses of analog games for learners of foreign languages are offered.<strong></strong></p><p class="western"><span style="color: #000000;"><span style="font-family: 'Times New Roman', serif;"><span><br /></span></span></span></p>


2021 ◽  
Vol 114 (2) ◽  
pp. 132-138
Author(s):  
Susanna Molitoris-Miller ◽  
Amy Hillen

This article presents ways to explore mathematical concepts using Catan, a popular board game. After a brief overview of game play, we explore considerations with many potential entry points for mathematical modeling, such as which resource is the best, which resources will be rare or plentiful, where to build, and risk assessment.


2021 ◽  
Author(s):  
Hannah Fair

The figure of the island as a metonym for the planet is central to many allegories of the Anthropocene. These allegories build upon pre-existing discourses of islands as remote, vulnerable, and timeless, and often portray contemporary island nations as helpless, doomed, and disposable. This article focuses on one allegorical terrain that has received limited discursive and cultural analysis: analogue board games. Board game representations of islands are relevant to island studies both due to the popularity of island themes and because of the resonances between common island imaginaries and the form of board game play itself. Looking at three explicitly island-themed board games (Taluva, Vanuatu, and Spirit Island), I explore the extent to which these games reiterate or contest discourses of islands as sites of ahistorical insularity and alterity. I investigate the presence and absence of islanders in these fictional landscapes, the relationship between these ludic cartographies and imaginaries of ecological collapse and environmental intervention, and the articulations of nature, humanity, and empire that are literally at play. Particularly in the case of Spirit Island, these board game representations reflect the potential for the figure of the island to be reconfigured in order to imagine the Anthropocene otherwise.


2021 ◽  
pp. 109830072098528
Author(s):  
Gabrielle M. Trimlett ◽  
Erin E. Barton ◽  
Caroline Baum ◽  
Gabriela Robinson ◽  
Lauren Schulte ◽  
...  

We examined the use of an intervention package consisting of the system of least prompts (SLP), visual schedules, peer models, and contingent reinforcement to teach four children with disabilities to independently play board games and communicate with their typically developing peers. We found the intervention package with individual adaptations was related to increases in independent board game play behaviors. No changes in peer-directed social communication were observed. Our study extends the research on board game play–focused interventions by demonstrating the effectiveness of the intervention package for young children with or at risk for disabilities and their typically developing peers.


2020 ◽  
pp. 026461962094607
Author(s):  
Susan Bruce ◽  
Brent Stutzman ◽  
Allison Nannemann ◽  
Amanda Lewitus ◽  
Colleen McDonald ◽  
...  

This collaborative action research study addressed the interaction skills of two young adults with visual impairments and intellectual disability in the context of a board game. The intervention involved the use of an adapted board game, four social stories, and rehearsal of game play skills in the context of individual and group therapy sessions. Instructional strategies included clear within and between activity routines, least to most prompting system, sufficient wait time, and modeling of game play behaviors. Both young men improved their initiation skills, terminated interactions appropriately with fewer prompts, and learned some of the elements of board game play. Self-stimulation and anxiety over changes in their daily lives impacted progress. More research is needed to investigate the potential benefit of social stories for students with visual impairments and additional disabilities.


Author(s):  
David Chircop

In the field of game studies, contemporary board games have until now remained relatively unexplored. The recent years have allowed us to witness the emergence of the occasional academic texts focusing on board games – such as Eurogames (Woods, 2012), Characteristics of Games (Elias et al. 2013), and most recently Game Play: Paratextuality in Contemporary Board Games (Booth, 2015). The mentioned authors all explore board games from diverse viewpoints but none of these authors present a viable and practical analytical tool to allow us to examine and differentiate one board game from another. In this vein, this paper seeks to present an analytical comparative tool intended specifically for board games. The tool builds upon previous works (Aarseth et al. 2003; Elias et al. 2012; and Woods 2012) to show how four categories – rules, luck, interaction and theme – can interact on different levels to generate diverse gameplay experiences. Such a tool allows to score games objectively and separately in each of the categories to create a combined gameplay experience profile for each board game. Following this, the paper proceeds to present numerous practical examples of contemporary board games and how it can be used from a design perspective and an analytical perspective alike.


2018 ◽  
Vol 20 (3) ◽  
pp. 138-148 ◽  
Author(s):  
Erin E. Barton ◽  
Elizabeth A. Pokorski ◽  
Erin M. Sweeney ◽  
Marina Velez ◽  
Stephanie Gossett ◽  
...  

We examined an intervention package using peer modeling, systematic prompting, and contingent reinforcement to increase the frequency and complexity of board game play and social behaviors in young children with disabilities. Four children with or at risk for disabilities participated with their typically developing peers. Results indicated a strong functional relation given the magnitude of change across conditions and participants and robust study rigor. Minor individual adaptations were used for two of the four participants. Overall, the study extends the research on board game play interventions with young children by demonstrating the effectiveness of an intervention that was successful for a diverse sample of preschool children with or at risk for disabilities and their peers.


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