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Behavioral Sciences, Volume 16, Issue 1
2026 January - 161 articles
Cover Story: This scoping review examines how traditional, non-digital board and card games are used as active learning strategies in higher education and how their role is evolving in the context of generative artificial intelligence (GenAI). Drawing on 26 studies across disciplines including STEM, business, health, and the social sciences, this review maps game types, pedagogical designs, and reported learning outcomes. Findings highlight consistent benefits for student engagement, collaboration, conceptual understanding, and reflective learning. While no studies directly investigate GenAI, the post-2023 literature suggests renewed interest in analogue games as human-centred, embodied pedagogies that complement AI-mediated education and sustain authenticity in learning. View this paper
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