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.
3. 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
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
Science
Technology
Engineering
Math
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
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/
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
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
Phase1
Pre-
Knowledge
Phase2
Play game
Phase3
Post-
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