In no way is this an exhaustive list, but this is a list of scholarly references that we have compiled on the utilization of gaming in education and community organizations/programs. Reference links are to our article post of it which may contain a video summary as we publish them on the Tabletop Alliance YouTube page. Make sure to click subscribe so you get all the latest video content!
Search for article:
Tips for search success:
- Enter the words you would like to search for across all the articles we have collected
- Select “Scholarly Articles” in the Category drop down for all articles
- Select your desired tag which are pulled from the article’s keywords as well as our analysis of them.
Articles are presented in no in no particular order, we will be publishing a sortable table by year, publication, type, author, and more as we do a systematic review of all of them. If you have any articles that you would recommend please email ContactUs@TabletopAlliance.org.
Please note that by clicking search you will be taken to a new page that solely displays those search results. Simply hit the back button to return to this page.
All References:
- Bochennek, K., Wittekindt, B. Zimmermann, SY., & Klingebiel, T. (2007). More than mere games: A review of card and board games for medical education. Medical Teacher, 29. 10.1080/01421590701749813
- Harris, C. (2009). Meet the new school board: Board games are back—and they’re exactly what your curriculum needs. School Library Journal.
- Sardonw, N. B., Devlin-Scherer, R. (2016). Let the (Board) games begin: Creative ways to enhance teaching and learning. The Clearing House, 89(6). http://dx.doi.org/10.1080/00098655/2016.1214473
- Smith, E., & Golding, L. (2018). Use of board games in higher education literature review. MSOR Connections, 16(2). https://doi.org/10.21100/msor.v16i2.624
- Noda, S., Shirotsuki, K., & Nakao, M. (2019). The effectiveness of intervention with board games: A systematic review. BioPsychoSocial Medicine, 13(22). https://doi.org/10.1186/s13030-019-0164-1
- Threher, E. N. (2011). Learning with board games: Tools for learning and retention. The Learning Key, inc.
- Wake, P., & Illinworth, S. (2018). Games in the curriculum. Learning and Teaching in Action, 13(1).
- Barzegar, K., Barzegar, S., & Asian J. (2017) Chess therapy: A new approach to curing panic attack. Psychiatr.
- Rosholm, M., Mikkelsen, M. B., & Gumede, K. (2016) Your move: The effect of chess on mathematics test scores. PLoS One.
- Miltiades, H. B., & Thatcher, W. G. (2016) Individuals with Alzheimer’s learn to play a tile placement game: Results of a pilot study. Dementia.
- Karbownik, M. S., Wiktorowska-Owczarek, A., Kowalczyk, E., Kwarta, P., Mokros, L., & Pietras, T. (2016) Board game versus lecture-based seminar in the teaching of pharmacology of antimicrobial drugs–a randomized controlled trial. FEMS Microbiol.
- Berland, M. (2011). Understanding strategic boardgames as computational-thinking training machines. International Journal of Games-Based Learning, 1(2).10.4018/ijgbl.2011040105
- Crocco, F., Offenholley, K., & Hernandez, C. (2016). A proof-of-concept study of game-based learning in higher education. Simulation & Gaming, 1046878116632484. doi:10.1177/1046878116632484
- Duncan, S. C., & Berland, M. (2012). Uncovering play through collaboration and computation in tabletop gaming. Presented at the Meaningful Play 2012, East Lansing, MI.
- Elofsson, J., Gustafson, S., Samuelsson, J., & Träff, U. (2016). Playing number board games supports 5-year-old children’s early mathematical development. The Journal of Mathematical Behavior, 43, 134–147. doi:10.1016/j.jmathb.2016.07.003
- Horn, M. S., Weintrop, D., Beheshti, E., & Olson, I. D. (2012). Spinners, dice, and pawns: Using board games to prepare for agent-based modeling activities. Presented at the American Educational Research Association annual meeting, Vancouver, BC.
- Jiménez, O., Acholonu, U., & Arena, D. (2014). Tug-of-War: Seeking help while playing an education card game. In F. C. Blumberg (Ed.), Learning by playing: Video gaming in education (pp. 232–245). New York, NY: Oxford University Press.
- Jiménez, O., Arena, D., & Acholonu, U. (2011). Tug-of-War: A card game for pulling students to fractions fluency. In C. Steinkuehler, C. Martin, & A. Ochsner (Eds.), Proceedings of the 7th International Conference on Games + Learning + Society Conference (pp. 119–127). Pittsburgh, PA: ETC Press.
- Kaufman, G. F., & Flanagan, M. (2013). Lost in translation: Comparing the impact of an analog and digital version of a public health game on players’ perceptions, attitudes, and cognitions. International Journal of Gaming and Computer-Mediated Simulations, 5, 1–9. doi:10.4018/jgcms.2013070101
- Lieberoth, A. (2015). Shallow gamification: Testing psychological effects of framing an activity as a game. Games and Culture, 10, 229–248. doi:10.1177/1555412014559978
- Peppler, K., Danish, J. A., & Phelps, D. (2013). Collaborative gaming teaching children about complex systems and collective behavior. Simulation & Gaming, 44, 683–705. doi:10.1177/1046878113501462
- Ramani, G. B., & Siegler, R. S. (2008). Promoting broad and stable improvements in low-income children’s numerical knowledge through playing number board games. Child Development, 79, 375–394. doi:10.1111/j.1467-8624.2007.01131.x
- Ramani, G. B., & Siegler, R. S. (2011). Reducing the gap in numerical knowledge between low- and middle-income preschoolers. Journal of Applied Developmental Psychology, 32, 146–159. doi:10.1016/j.appdev.2011.02.005
- Ramani, G. B., Siegler, R. S., & Hitti, A. (2012). Taking it to the classroom: Number board games as a small group learning activity. Journal of Educational Psychology, 104, 661–672. doi:10.1037/a0028995
- Siegler, R. S., & Ramani, G. B. (2008). Playing linear numerical board games promotes low-income children’s numerical development. Developmental Science, 11, 655–661. doi:10.1111/j.1467-7687.2008.00714.x
- Siegler, R. S., & Ramani, G. B. (2009). Playing linear number board games—but not circular ones—improves low-income preschoolers’ numerical understanding. Journal of Educational Psychology, 101, 545–560. doi:10.1037/a0014239
- Whyte, J. C., & Bull, R. (2008). Number games, magnitude representation, and basic number skills in preschoolers. Developmental Psychology, 44, 588–596. doi:10.1037/0012-1649.44.2.588
- Austin, C. (2017, July 28). Board games offer unique teaching methods for military medical students. Retrieved July 28, 2017, from https://usupulse.blogspot.com/2017/07/board-games-offer-uniq…
- Bayeck, R. Y. (2018). A review of five African board games: is there any educational potential? Cambridge Journal of Education, 48(5), 533–552.
- Chou, M.-J. (2017). Board games play matters: A rethinking on children’s aesthetic experience and interpersonal understanding. Eurasia Journal of Mathematics, Science and Technology Education, 13(6), 2405–2421. doi:10.12973/eurasia.2017.01232a
- Lean, J., Illingworth, S., & Wake, P. (2018). Unhappy families: Using tabletop games as a technology to understand play in education. Research in Learning Technology, 26(0). doi:10.25304/rlt.v26.2027
- Machkovech, S. (2017, March 15). The CIA uses board games to train officers—and I got to play them. Retrieved March 26, 2017, from https://arstechnica.com/gaming/2017/03/the-cia-uses-board-ga…
- Triboni, E., & Weber, G. (2018). MOL: Developing a European-Style Board Game To Teach Organic Chemistry. Journal of Chemical Education, 95(5), 791–803. doi:10.1021/acs.jchemed.7b00408
- Reese, R. M. (2017). The effects of a simulation game on mental models about organizational systems (Doctoral dissertation). Fielding Graduate University, California. Retrieved from https://search.proquest.com/pqdtft/docview/1879785898/abstra…
- Reeves, M., & Wittenburg, G. (2015, September 7). Games can make you a better strategist. Retrieved September 7, 2015, from https://hbr.org/2015/09/games-can-make-you-a-better-strategi…
- Spangler, R. (2016, March 3). What it feels like to think in a new way. Retrieved January 4, 2018, from https://boardgamegeek.com/blogpost/51721/what-it-feels-think…
- Tsarava, K., Moeller, K., & Ninaus, M. (2018). Training Computational Thinking through board games: The case of Crabs & Turtles. International Journal of Serious Games, 5(2), 25–44. doi:10.17083/ijsg.v5i2.248
- Benavides-Varela, S., Butterworth, B., Burgio, F., Arcara, G., Lucangeli, D., & Semenza, C. (2016). Numerical Activities and Information Learned at Home Link to the Exact Numeracy Skills in 5–6 Years-Old Children. Frontiers in Psychology, 7. doi:10.3389/fpsyg.2016.00094
- Braithwaite, D. W., & Goldstone, R. L. (2013). Integrating formal and grounded representations in combinatorics learning. Journal of Educational Psychology, 105(3), 666–682. doi:10.1037/a0032095
- Gonzalo-Iglesia, J. L., Lozano, N., & Prades-Tena, J. (2018). Noneducational board games in University Education: Perceptions of students experiencing Game-Based Learning methodologies. Revista Lusófona de Educação, 41, 45–62. doi:10.24140/issn.1645-7250.rle41.03
- Hendrix, N. M., Hojnoski, R. L., & Missall, K. N. (2018). Promoting Numeracy Skills Through Board Game Play. Young Exceptional Children, 1096250618814239. doi:10.1177/1096250618814239
- Hromek, R., & Roffey, S. (2009). Promoting Social and Emotional Learning With Games: “It’s Fun and We Learn Things.” Simulation & Gaming, 40(5), 626–644. doi:10.1177/1046878109333793
- Li, H., Hsueh, Y., Wang, F., Bai, X., Liu, T., & Zhou, L. (2017). Do Young Chinese Children Gain Anthropomorphism after Exposure to Personified Touch-Screen and Board Games? Frontiers in Psychology, 8. doi:10.3389/fpsyg.2017.00055
- Masuda, R., & deHaan, J. (2015). Language in Game Rules and Game Play: A Study of Emergence in Pandemic. International Journal of English Linguistics, 5(6), 1.
- Ramani, G. B., & Scalise, N. R. (2018). It’s more than just fun and games: Play-based mathematics activities for Head Start families. Early Childhood Research Quarterly. doi:10.1016/j.ecresq.2018.07.011
- Sato, A., & de Haan, J. (2016). Applying an Experiential Learning Model to the Teaching of Gateway Strategy Board Games. International Journal of Instruction, 9(1), 3–16.
- Soylu, F., Holbert, N., Brady, C., & Wilensky, U. (2017). Embodied Perspective Taking in Learning about Complex Systems. Journal of Interactive Learning Research, 28(3), 269–303.
- Weisz, J. D., Ashoori, M., & Ashktorab, Z. (2018). Entanglion: A Board Game for Teaching the Principles of Quantum Computing. In CHI PLAY ’18. Melbourne, Australia: ACM. doi:10.1145/3242671.3242696
- Cardinot, A., & Fairfield, J. A. (2019). Game-Based Learning to Engage Students With Physics and Astronomy Using a Board Game. International Journal of Game-Based Learning, 9, 42–57. doi:10.4018/IJGBL.2019010104
- Nakao, M. (2019). Special series on “effects of board games on health education and promotion” board games as a promising tool for health promotion: a review of recent literature. BioPsychoSocial Medicine, 13. doi:10.1186/s13030-019-0146-3
- Rahaman, J., Agrawal, H., Srivastava, N., & Chandrasekharan, S. (2018). Recombinant Enaction: Manipulatives Generate New Procedures in the Imagination, by Extending and Recombining Action Spaces. Cognitive Science, 42(2), 370–415. doi:10.1111/cogs.12518
- Triboni, E., & Weber, G. (2018). MOL: Developing a European-Style Board Game To Teach Organic Chemistry. Journal of Chemical Education, 95(5), 791–803. doi:10.1021/acs.jchemed.7b00408
- York, J., & deHaan, J. W. (2018). A Constructivist Approach to Game-Based Language Learning: Student Perceptions in a Beginner-Level EFL Context. International Journal of Game-Based Learning, 8(1), 19–40. doi:10.4018/IJGBL.2018010102
- Wake, P., & Illingworth, S. (2018). Games in the curriculum. Learning and Teaching in Action, 13(1), 131–144.
- York, J., & deHaan, J. W. (2018). A Constructivist Approach to Game-Based Language Learning. International Journal of Game-Based Learning, 8(1), 19–40. https://doi.org/10.4018/IJGBL.2018010102
- Hudrisier, Denis., The ImmunEscape project: sharing knowledge through serious escape game, ESOF,(2018) https://www.esof.eu/en/programme.html
- Canton-Vitoria, R., Tagmatarchis, N., Educational chemistry game: ChemiProject. Enjoy, play and learn! ESOF, (2018) https://www.esof.eu/en/programme.html
- Smale, M. A. (2015). Play a game, make a game: Getting creative with professional development for library instruction. The Journal of Creative Library Practice. Retrieved from http://creativelibrarypractice.org/2015/05/18/play-a-game-make-a-game/
- Homer, B. D., Kinzer, C. K., Plass, J. L., Letourneau, S. M., Hoffman, D., Bromley, M., … & Kornak, Y. (2014). Moved to learn: The effects of interactivity in a Kinect-based literacy game for beginning readers. Computers & Education, 74, 37-49.
- Homer, B. D., & Plass, J. L. (2014). Level of interactivity and executive functions as predictors of learning in computer-based chemistry simulations. Computers in Human Behavior, 36, 365-375.
- O’Keefe, P. A., Letourneau, S. M., Homer, B. D., Schwartz, R. N., & Plass, J. L. (2014). Learning from multiple representations: An examination of fixation patterns in a science simulation. Computers in Human Behavior, 35, 234-242.
- Offenholley, K. (2014). Online Tutoring Research Study for Remedial Algebra. The Community College Journal for Research and Practice, Vol. 38 (9). Retrieved from http://www.tandfonline.com/doi/full/10.1080/10668926.2013.803941#.VAzSzvldWSo
- Offenholley, K., Wladis, C, George, M. (2014). Leveraging Technology to Improve Developmental Mathematics Course Completion: Evaluation of a Large-Scale Intervention, The Community College Journal for Research and Practice, Vol. 38 (12). Retreived from http://www.tandfonline.com/doi/abs/10.1080/.U3DmnygXLcU#.VAzQk_ldWSo
- Plass, J.L., Heidig, S., Hayward, E. O., Homer, B. D., & Um, E. (2014). Emotional design in multimedia learning: Effects of shape and color on affect and learning. Learning and Instruction, 29, 128-140.
- Plass , J.L., O’Keefe, P.A., Homer, B.D., Case, J., Hayward, E.O., Stein, M., Perlin , K. (2013). The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation. Journal of Educational Psychology, 105(4), 1050-1066 doi: http://dx.doi.org/10.1037/a0032688.
- Bai, X., Duncan, R.O., Horowitz, B., Glodstein, S., Graffeo, J., Lavin, J. (2012). The added value of 3D simulations in healthcare education. Journal of Nursing Education. 4(2): 67-72.
- Bai, X., Lavin, J., Duncan, R.O. (2012). Are we there yet? Lessons learned through promoting 3D learning in higher education. The International Journal of Learning. 4(2): 67-72.
- Bisz, Joe. (2012). Composition Games for the Classroom. Computers and Composition Online. Retrieved from http://www.bgsu.edu/departments/english/cconline/cconline_Sp_2012/Composition_Games/compositiongames/Composition_Games_for_the _Classroom.html
- Homer, B.D., Hayward, E.O., Frye, J. & Plass, J.L. (2012). Gender and Player Characteristics in Video Game Play of Preadolescents. Computers in Human Behavior, 25(5), 1782-1789.
- Offenholley, K. (2012). Gaming your Mathematics Course: The Theory and Practice of Games for Learning, The Journal of Humanistic Mathematics, Vol. 2 (2). Retrieved from http://scholarship.claremont.edu/jhm/vol2/iss2/
- Offenholley, K. (2012). A Discourse Analysis of the Online Mathematics Classroom. The American Journal of Distance Education, Vol. 26 (4), 236-248
- Plass, J.L., Milne, C., Homer, B.D., Schwartz, R.N., Hayward, E.O., Jordan, T., Verkuilen, J., Ng, F., Wang, Y. & Barrientos, J. (2012). Investigating the Effectiveness of Computer Simulations for Chemistry Learning. Journal of Research in Science Teaching, 49, 394-419.
- Smale, M. A. (2012). Get in the game: Developing an information literacy classroom game. Journal of Library Innovation, 3(1), 126-147. Retrieved from http://www.libraryinnovation.org/article/view/182
- Um, E., Plass, J.L., Hayward, E.O. & Homer, B.D. (2012). Emotional Design in Multimedia Learning. Journal of Educational Psychology, 104, 485-498.
- Bai, X., Horowitz, B., Duncan, R.O., Glodstein, S., Graffeo, J., Lavin, J. (2011). Designing Case Studies through 3D Simulations for the Health Professions. Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications. AACE.
- Offenholley, K. (2011). Toward an analysis of video games. Journal of Mathematics Education at Teachers College (JMETC), 2. Retrieved from http://journals.tc-library.org/index.php/matheducation/article/view/716
- Smale, M. A. (2011). Learning through quests and contests: Games in information literacy instruction. Journal of Library Innovation, 2(2), 36-55. Retrieved from http://www.libraryinnovation.org/article/view/148
- Homer, B.D. & Plass, J.L. (2010). Expertise Reversal for Iconic Representations in Science Visualizations. Instructional Science, 38, 259-276.
- Bisz, J. (2009). The birth of a community, the death of the win: player production of the ‘Middle-earth collectible card game.’ Transformative Works and Cultures No. 2.
- Plass, J.L., Homer, B.D., & Hayward, E. (2009). Design Factors for Educationally Effective Animations and Simulations. Journal of Computing in Higher Education, 31-61.
- Homer, B.D., Plass, J.L., & Blake, L. (2008). The effects of video on cognitive load and social presence in computer-based multimedia-learning. Computers in Human Behavior, 24(3), 786-797.
- Lee, H., Plass, J.L., & Homer, B.D. (2006). Optimizing cognitive load for learning from computer-based science
- Malone, T. W. (1981). Toward a theory of intrinsically instruction. Cognitive Science, 4. https://onlinelibrary.wiley.com/doi/abs/10.1207/s15516709cog0504_2