The use of board games in History teaching
DOI:
https://doi.org/10.26754/ojs_clio/clio.2022486981Keywords:
Boardgames, education, History, games-based learning, educational innovationAbstract
Within the thriving field of Game-Based learning (GBL), boardgames are amongst the most important educational resources with the greatest potential, although recent research has focused much more on the potential of video games. This article will define some key concepts and propose a methodological and theoretical framework. The potential of board games in the teaching of History will be assessed while the challenges and problems of their application to learning environments as well asthe different content that can be delivered through them, including specific examples, will be analyzed.
Display downloads
References
Abt, C.: Serious Games, New York: Viking Press, 1970.
Ambrosio, T; Ross, J. (2021). Performing the Cold War through the ‘The Best Board Game on the Planet’: The Ludic Geopolitics of Twilight Struggle. Geopolitics. https://doi.org/10.1080/14650045.2021.1951251
Becker, K. (2021). What’s the difference between gamification, serious games, educational games, and game-based learning? Academia Letters, article 209. https://doi.org/10.20935/AL209
Castronova, E. & Knowles, I. (2015). Modding board games into serious games: The case of Climate Policy, International Journal of Serious Games 2 (3), 41-62. DOI: 10.1109/EDUCON45650.2020.9125261
Cervantes Galindo, A. & Muñoz Muñoz, P. (2020). Identifiquemos el fascismo con Secret Hitler®. Íber. Didáctica de las Ciencias Sociales, Geografía e Historia, 101, 75-78.
Copeland, T., Henderson, B., Mayer, B., Nicholson, S. (2013). Three Different Paths for Tabletop Gaming in School Libraries. Library Trends 61(4), 825-835. https://doi.org/10.1353/lib.2013.0018
Davis, J. S. (2019). IQA: Qualitative research to discover how and why students learn from economic games. International Review of Economics Education, 31. http://doi:10.1016/j.iree.2019.100160
Deterding, S., Dixon, D., Khaled, R. & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining “Gamification”, MindTrek '11: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9-15. https://doi.org/10.1145/2181037.2181040
Diaz Vidal, D. (2020). The New Era of Teaching: Using video games to teach macroeconomics. Journal of Higher Educational Theory and Practice Vol. 20 (13), 181-192. https://doi.org/10.33423/jhetp.v20i13.3843
Eisenack, K. (2012). A Climate Change Board Game for Interdisciplinary Communication and Education, Simulation & Gaming 44 (2-3), 328-348. https://doi.org/10.1177/1046878112452639
Gee, J. (2008). Learning and Games. En Salen, K. (ed.). The Ecology of Games: Connecting Youth, Games and Learning, Cambridge, MA: The MIT Press, 21-40.
Gálvez De La Cuesta, M. C. (2006). Aplicaciones de los videojuegos de contenido histórico en el aula. Icono 14, 7. https://doi.org/10.7195/ri14.v4i1.405
Gonzalo-Iglesia, J. L., Prades-Tena, J. & Lozano-Monterrubio, N. (2018). Evaluando el uso de juegos de mesa no educativos en las aulas: una propuesta de modelo”, en Communication Papers, Media Literacy & Gender Studies, vol. 7 num. 14, 37-48. http://dx.doi.org/10.33115/udg_bib/cp.v7i14.22274
Gonzalo-Iglesia, J. L., Prades-Tena, J. & Lozano-Monterrubio, N. (2018b). The Usage of Game-Based Learning in University Education. How to Motivate and Foster Creativity among Adult Students through Board Games. Proceedings of Play2Learn, 2018/4, 67-84. https://doi.org/10.24140/issn.1645-7250.rle41.03
Gómez Martín, P. P., González Calero, P. A. & Gómez Martín, M. A. (2004). Aprendizaje basado en juegos, Icono 14, Vol. 2, N.º 2. https://doi.org/10.7195/ri14.v2i2.436
Harris, C. & Harris, P. (2015). Teaching the Underground Railroad Through Play. Rosen Publishing.
Hilgers, P. von (2000). Eine Anleitung zur Anleitung. Das Takstische Kriegsspiel 1812-1824. Board Games Studies: International Journal for the Study of Board Games (3), 59–78.
Hoy, B. (2018). Teaching History With Custom-Built Board Games. Simulation & Gaming, Vol. 49 (2), 115-133. https://doi.org/10.1177/1046878118763624
Iglesias Casal, I. (1999). Recreando el mundo en el aula: reflexiones sobre la naturaleza, objetivos y eficacia de las actividades lúdicas en el enfoque comunicativo. En Losada Aldrey, M. C., Márquez Caneda, J. F. & Jiménez Juliá, T. E. (coords.). Español como lengua extranjera, enfoque comunicativo y gramática: actas del IV Congreso Internacional de ASELE, Santiago de Compostela, 23–26 de septiembre de 1998. Santiago de Compostela: Universidade de Santiago de Compostela, 403-410.
Ilić Rajković, A., Senić Ružić, M. & Ljujić, B. (2019). Board Games as Educational Media: Creating and Playing Board Games for Acquiring Knowledge of History. International Association for Research on Textbooks and Educational Media E-Journal, Vol. 11, 2. https://doi.org/10.21344/iartem.v11i2.582
Jiménez-Palacios, R. & Cuenca, J.M. (2015). El uso didáctico de los videojuegos. Concepciones e ideas de futuros docentes de ciencias sociales. En CLIO. History and History teaching, 41.
Juan Rubio, A. D. & García Conesa, I. M. (2013). El uso de juegos en la enseñanza del inglés en la educación primaria. Revista de Formación e Innovación Educativa Universitaria. Vol. 6, Nº 3, 169-185.
Martín Cáceres, M. J. & Cuenca López, J. M. (2019) Evaluar aprendizajes con videojuegos de historia. En Íber. Didáctica de las Ciencias Sociales, Geografía e Historia, nº 95, 30-36.
Martínez Rizo, F. (2012). Investigación empírica sobre el impacto de la evaluación formativa. Revisión de literatura. Revista Electrónica de Investigación Educativa, 14(1), 1-15.
Mateo Gómez, A. (2020). El uso de juegos de mesa estratégicos para la enseñanza de las ciencias sociales en educación secundaria. Una experiencia erasmus. Revista Contribuciones a las Ciencias Sociales, (febrero 2020). En línea: https://www.eumed.net/rev/cccss/2020/02/juegos-mesa-ensenanza.html
Mcgonial, J. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World. Penguin, London.
Nicholson, S. (2015). Peeking behind the locked door: A survey of escape room facilities. White Paper disponible en https://scottnicholson.com/pubs/erfacwhite.pdf
Romero, M. & Gebera, O. T. (2015). Serious Games para el desarrollo de las competencias del siglo XXI. Revista de Educación a Distancia, (34).
Taspinara, B., Schmidta, W., & Schuhbauerb, H. (2016). Gamification in education: a board game approach to knowledge acquisition. Procedia Computer Science, 99, 101-116. https://doi.org/10.1016/j.procs.2016.09.104
Vila Carneiro, Z. (2016). Aplicación práctica de los juegos de mesa a la enseñanza de lenguas. El Dixit y otros recursos más convencionales, En VV. AA.: Motivación y creatividad en la enseñanza de L2/LE, 95-108.
Wu, J. S. & Lee, J. J. (2015). Climate change games as tools for education and engagement. Nature Climate Change 5(1), 413-418. DOI: DOI: 10.1038/NCLIMATE2566
Veldkamp, A., Grint, L. V. D., Nkippels, M.-C. P. J. & Joolingen, W. v. (2020). Escape education: A systematic review on escape rooms in education. Educational Research Review, 31. https://doi.org/10.1016/j.edurev.2020.100364
Downloads
Published
Issue
Section
License
Copyright (c) 2022 Alfonso Iglesias Amorín

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Copyright remains the property of authors. Permission to reprint must be obtained from the authors and the contents of JoS cannot be copied for commercial purposes. JoS does, however, reserve the right to future reproduction of articles in hard copy, portable document format (.pdf), or HTML editions of JoS.
How to Cite
Accepted 2022-09-02
Published 2022-12-30