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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
• STEM games teach
specific concepts, NOT
general abstract thinking
skills or fine motor
coordination
Science Technology
Engineering Math
STEM
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
Science
Technology
Engineering
Math
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/
The Participants
Experimental Design
Data – Student Engagement
Data – Student Learning
Data – General Correlational Analysis
Data – Correlational Analysis with Gameplay
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
genetics board game, ages 4+
coding board game, ages 6+
Experimental Design
• Elementary school students: Grades K-5
• Current testing center: Fauquier Community Child Care, Summer Camps
• Will expand to future testing centers nationwide
Phase1
Pre-
Knowledge
Phase2
Play game
Phase3
Post-
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
STEM Tabletop Games for K-12

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