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10 pages, 373 KB  
Proceeding Paper
Integrating Sustainable Development Goals into Renewable Energy Monopoly: A Generative AI Approach to Sustainable Development Education
by Hung-Cheng Chen
Eng. Proc. 2025, 103(1), 4; https://doi.org/10.3390/engproc2025103004 - 5 Aug 2025
Viewed by 575
Abstract
This research aims to develop an educational board game, “Sustainable Home: Energy Challenge,” based on Monopoly by integrating sustainable development goals and renewable energy to use ChatGPT in human–computer collaboration. ChatGPT was used for game conceptualization, rule development, board creation, card design, and [...] Read more.
This research aims to develop an educational board game, “Sustainable Home: Energy Challenge,” based on Monopoly by integrating sustainable development goals and renewable energy to use ChatGPT in human–computer collaboration. ChatGPT was used for game conceptualization, rule development, board creation, card design, and simulation in an iterative design. The developed board game demonstrated ChatGPT’s efficiency in educational game design and the benefits of human–computer collaboration. Game simulations validated the board game’s potential as a simulation tool to enhance diversity, cooperation, and strategic depth. The game effectively promoted SDG engagement and sustainable development education in gamified learning. Full article
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25 pages, 861 KB  
Article
Designing a Board Game to Expand Knowledge About Parental Involvement in Teacher Education
by Zsófia Kocsis, Zsolt Csák, Dániel Bodnár and Gabriella Pusztai
Educ. Sci. 2025, 15(8), 986; https://doi.org/10.3390/educsci15080986 - 2 Aug 2025
Viewed by 696
Abstract
Research highlights a growing demand for active, experiential learning methods in higher education, especially in teacher education. While the benefits of parental involvement (PI) are well-documented, Hungary lacks tools to effectively prepare teacher trainees for fostering family–school cooperation. This study addresses this gap [...] Read more.
Research highlights a growing demand for active, experiential learning methods in higher education, especially in teacher education. While the benefits of parental involvement (PI) are well-documented, Hungary lacks tools to effectively prepare teacher trainees for fostering family–school cooperation. This study addresses this gap by introducing a custom-designed board game as an innovative teaching tool. The game simulates real-world challenges in PI through a cooperative, scenario-based framework. Exercises are grounded in international and national research, ensuring their relevance and evidence-based design. Tested with 110 students, the game’s educational value was assessed via post-gameplay questionnaires. Participants emphasized the strengths of its cooperative structure, realistic scenarios, and integration of humor. Many reported gaining new insights into parental roles and strategies for effective home–school partnerships. Practical applications include integrating the game into teacher education curricula and adapting it for other educational contexts. This study demonstrates how board games can bridge theory and practice, offering an engaging, effective medium to prepare future teachers for the challenges of PI. Full article
(This article belongs to the Section Teacher Education)
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24 pages, 2212 KB  
Article
Toward Sustainable Digital Literacy: A Comparative Study of Gamified and Non-Gamified Digital Board Games in Higher Education
by Songpon Khanchai, Perasuk Worragin, Pakinee Ariya, Kannikar Intawong and Kitti Puritat
Educ. Sci. 2025, 15(8), 966; https://doi.org/10.3390/educsci15080966 - 28 Jul 2025
Viewed by 711
Abstract
This study examines the effects of gamified and non-gamified digital board games on students’ digital literacy and engagement. A total of 98 undergraduate students (n = 98) were randomly assigned to one of two conditions: gamified or non-gamified. The digital board game, [...] Read more.
This study examines the effects of gamified and non-gamified digital board games on students’ digital literacy and engagement. A total of 98 undergraduate students (n = 98) were randomly assigned to one of two conditions: gamified or non-gamified. The digital board game, designed to simulate real-world digital literacy scenarios, was implemented in a classroom setting. Students’ digital literacy performance was assessed through pre- and post-tests, and their engagement was measured using the Game Engagement Questionnaire. The results revealed that students in the gamified condition significantly outperformed those in the non-gamified condition in digital literacy post-test scores (p = 0.039). Additionally, the gamified group showed significantly higher engagement scores in flow (p = 0.039), enjoyment (p = 0.033), immersion (p = 0.042), and social interaction (p = 0.030). These findings highlight the effectiveness of gamified learning environments in enhancing digital literacy skills and multidimensional engagement. Full article
(This article belongs to the Special Issue Sustainability of Digital Game-Based Learning)
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23 pages, 2856 KB  
Article
A Study on the Effectiveness of a Hybrid Digital-Physical Board Game Incorporating the Sustainable Development Goals in Elementary School Sustainability Education
by Jhih-Ning Jhang, Yi-Chun Lin and Yen-Ting Lin
Sustainability 2025, 17(15), 6775; https://doi.org/10.3390/su17156775 - 25 Jul 2025
Viewed by 837
Abstract
The Sustainable Development Goals (SDGs), launched by the United Nations in 2015, outline 17 interconnected objectives designed to promote human well-being and sustainable development worldwide. Education is recognized by the United Nations as a key factor in promoting sustainable development. To cultivate students [...] Read more.
The Sustainable Development Goals (SDGs), launched by the United Nations in 2015, outline 17 interconnected objectives designed to promote human well-being and sustainable development worldwide. Education is recognized by the United Nations as a key factor in promoting sustainable development. To cultivate students with both global perspectives and local engagement, it is essential to integrate sustainability education into elementary curricula. Accordingly, this study aimed to enhance elementary school students’ understanding of the SDGs by designing a structured instructional activity and developing a hybrid digital-physical board game. The game was implemented as a supplementary review tool to traditional classroom teaching, leveraging the motivational and knowledge-retention benefits of physical board games while incorporating digital features to support learning process monitoring. To address the limitations of conventional review approaches—such as reduced student engagement and increased cognitive load—the instructional model incorporated the board game during review sessions following formal instruction. This was intended to maintain student attention and reduce unnecessary cognitive effort, thereby supporting learning in sustainability-related content. A quasi-experimental design was employed to evaluate the effectiveness of the instructional intervention and the board game system, focusing on three outcome variables: learning motivation, cognitive load, and learning achievement. The results indicated that students in the game-based Sustainable Development Goals group achieved significantly higher delayed posttest scores (M = 72.91, SD = 15.17) than the traditional review group (M = 61.30, SD = 22.82; p < 0.05). In addition, they reported significantly higher learning motivation (M = 4.40, SD = 0.64) compared to the traditional group (M = 3.99, SD = 0.69; p < 0.05) and lower cognitive load (M = 1.84, SD = 1.39) compared to the traditional group (M = 2.66, SD = 1.30; p < 0.05), suggesting that the proposed approach effectively supported student learning in sustainability education at the elementary level. Full article
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33 pages, 2413 KB  
Article
Synergizing STEM and ELA: Exploring How Small-Group Interactions Shape Design Decisions in an Engineering Design-Based Unit
by Deana M. Lucas, Emily M. Haluschak, Christine H. McDonnell, Siddika Selcen Guzey, Greg J. Strimel, Morgan M. Hynes and Tamara J. Moore
Educ. Sci. 2025, 15(6), 716; https://doi.org/10.3390/educsci15060716 - 7 Jun 2025
Viewed by 644
Abstract
While small group learning through engineering design activities has been shown to enhance student achievement, motivation, and problem-solving skills, much of the existing research in this area focuses on undergraduate engineering education. Therefore, this study examines how small-group interactions influence design decisions within [...] Read more.
While small group learning through engineering design activities has been shown to enhance student achievement, motivation, and problem-solving skills, much of the existing research in this area focuses on undergraduate engineering education. Therefore, this study examines how small-group interactions influence design decisions within a sixth-grade engineering design-based English Language Arts unit for multilingual learners. Multilingual Learners make up 21% of the U.S. school-aged population and benefit from early STEM opportunities that shape future educational and career trajectories. Grounded in constructivist learning theories, the research explores collaborative learning in the engineering design process, using a comparative case study design. Specifically, this study explores student interactions and group dynamics in two small groups (Group A and Group B) engaged in a board game design challenge incorporating microelectronics. Video recordings serve as the primary data source, allowing for an in-depth analysis of verbal and nonverbal interactions. The study employed the Social Interdependence Theory to examine how group members collaborate, negotiate roles, and make design decisions. Themes such as positive interdependence, group accountability, promotive interaction, and individual responsibility are used to assess how cooperation influences final design choices. Three key themes emerged: Roles and Dynamics, Conflict, and Teacher Intervention. Group A and Group B exhibited distinct collaboration patterns, with Group A demonstrating stronger leadership dynamics that shaped decision-making, while Group B encountered challenges related to engagement and resource control. The results demonstrate the importance of small-group interactions in shaping design decisions and emphasize the role of group dynamics and teacher intervention in supporting multilingual learners’ engagement and success in integrated STEM curriculum. Full article
(This article belongs to the Special Issue STEM Synergy: Advancing Integrated Approaches in Education)
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12 pages, 239 KB  
Article
Usability Evaluation of a Board Game for Learning Robotics of Care
by Blanca Gonzalo-de Diego, Alexandra González-Aguña, Marta Fernández-Batalla, Enrique Monsalvo-San Macario, Andrea Sierra-Ortega, Roberto Barchino-Plata, María Lourdes Jiménez-Rodríguez and José María Santamaría-García
Educ. Sci. 2025, 15(4), 484; https://doi.org/10.3390/educsci15040484 - 13 Apr 2025
Viewed by 710
Abstract
Gamification and game-based learning provide the opportunity to acquire knowledge and skills on a given subject in a practical and interactive way. They are an innovative teaching methodology that could be used for competence acquisition in a variety of fields. This study focuses [...] Read more.
Gamification and game-based learning provide the opportunity to acquire knowledge and skills on a given subject in a practical and interactive way. They are an innovative teaching methodology that could be used for competence acquisition in a variety of fields. This study focuses on two domains: technology (including robotics) and care. This study evaluates the usability of RobotCareMaker®, a board game designed to teach care robotics, a branch of robotics oriented towards the study of human care. RobotCareMaker® consists of 106 elements. The playing cards are the engine of the game and the element of interaction between players. A convenience sample was selected. Usability was evaluated by the System Usability Scale (SUS) questionnaire modified for the game, and three questions about the game experience were used. Using a modified SUS questionnaire, 21 participants rated it with an excellent score of 80.36. Over 90% found the instructions clear and error-free. RobotCareMaker® allows teachers, professionals, and nursing students to integrate curricular competencies in novel topics such as care robotics. The result suggests that RobotCareMaker® enhances learning in assistive robotics, improving competencies in education and healthcare. Full article
(This article belongs to the Special Issue Technology-Enhanced Nursing and Health Education)
17 pages, 3420 KB  
Article
Learning Infant Development and Surveillance Through a Series of Board Games Designed for Psychology Students
by Boonroungrut Chinun
Educ. Sci. 2025, 15(4), 457; https://doi.org/10.3390/educsci15040457 - 7 Apr 2025
Viewed by 841
Abstract
Human development education often relies on traditional, lecture-based teaching methods, thus limiting opportunities for active engagement. The lack of diverse creative and active teaching approaches hinders psychology students’ ability to fully understand and apply complex concepts. This study examined the effectiveness of a [...] Read more.
Human development education often relies on traditional, lecture-based teaching methods, thus limiting opportunities for active engagement. The lack of diverse creative and active teaching approaches hinders psychology students’ ability to fully understand and apply complex concepts. This study examined the effectiveness of a designed series of board games to enhance understanding of infant development and surveillance among psychology students. A mixed-method approach using a randomized matched control group design and qualitative exploration was applied. In the experiment, there were two groups, intervention and conventional learning, in three data collection phases. A design involving 60 students (30 in each group) was employed. The qualitative exploration involved the completion of a weekly journal to explore the students’ learning experiences when playing board games. A 2 × 3 mixed-design Analysis of Variance (ANOVA) with content analysis of the journal texts was performed. The results revealed that the created board games significantly enhanced students’ understanding, with them achieving significantly higher understanding scores in the posttest and follow-up phases in learning development progress. An interaction effect for the treatments and test phases was also noted. Meanwhile, the qualitative findings complemented and reinforced the quantitative results, offering deeper insights into the learning experiences and valuable suggestions for improving the design and rules of the games. In conclusion, by tailoring the board games to learning objectives associated with infant developmental psychology, educators can enhance student engagement, knowledge retention, and real-classroom application. Full article
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27 pages, 2262 KB  
Article
The Gender of Science: A Scientific Analytically-Based Project to Enhance Secondary School Students’ Awareness of Gender Stereotypes in STEM
by Antonella Liccardo, Angela Gargano and Andreana Pastena
Educ. Sci. 2025, 15(3), 270; https://doi.org/10.3390/educsci15030270 - 21 Feb 2025
Cited by 1 | Viewed by 1718
Abstract
This paper presents a pedagogical intervention targeted at secondary school students developed by two researchers in physics. The project seeks to narrow the gender gap in STEM fields by fostering students’ critical awareness of gender stereotypes and roles, helping them to recognize the [...] Read more.
This paper presents a pedagogical intervention targeted at secondary school students developed by two researchers in physics. The project seeks to narrow the gender gap in STEM fields by fostering students’ critical awareness of gender stereotypes and roles, helping them to recognize the influence that gender has on their educational choices and professional aspirations. Unlike other orientation programs, here STEM subjects are not the explicit content, rather the working methodology. Our intervention adopts a project-based learning approach introduced by a board game designed to engage students in the topic. Students are guided in carrying out an autonomous investigation of gender discrepancies within their family, school, and peer contexts through a scientific approach, by administering surveys, gathering and analyzing data, and using gender indicators. The final objective is developing a Gender Report of the school. After presenting the project, we document the project experience in nine schools of the Naples (Italy) area through a qualitative analysis of students’ Reports, focusing on the gender dynamics they have identified, as well as the facilitators’ observations. Our analysis shows that traditional gender roles and stereotypes persist, yet first-hand observation may stimulate students’ critical thinking skills from a gender perspective. Full article
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20 pages, 3039 KB  
Article
Game On: A Journey into Computational Thinking with Modern Board Games in Portuguese Primary Education
by Fábio Machuqueiro and João Piedade
Educ. Sci. 2024, 14(11), 1182; https://doi.org/10.3390/educsci14111182 - 29 Oct 2024
Cited by 1 | Viewed by 2643
Abstract
Recent studies highlight the potential of modern board games (MBGs) to foster computational thinking (CT) skills in students. This research explored the impact of integrating MBGs into a primary education classroom through an embedded concurrent mixed-methods approach, with a pre-experimental design in its [...] Read more.
Recent studies highlight the potential of modern board games (MBGs) to foster computational thinking (CT) skills in students. This research explored the impact of integrating MBGs into a primary education classroom through an embedded concurrent mixed-methods approach, with a pre-experimental design in its quantitative aspect and content analysis in its qualitative dimension, with 20 fourth-grade students from a school in Portugal. The students participated in 10 game sessions, each lasting 50 min, and their CT skills were assessed using Bebras tasks in both the pre-test and post-test phases. Statistical analysis, including the Shapiro–Wilk test for normality and paired sample t-tests, revealed significant improvements in key CT areas, particularly abstraction, algorithmic thinking, and decomposition. Descriptive statistics were also calculated, and content analysis using Nvivo software was conducted on field notes, corroborating the quantitative data. The results suggest that MBGs can serve as a valuable educational tool for developing CT skills in young learners. This study not only highlights the effectiveness of MBGs but also emphasises the need for further research using more robust experimental designs to enhance CT development in educational settings. Full article
(This article belongs to the Special Issue Measuring Children’s Computational Thinking Skills)
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13 pages, 2369 KB  
Article
Pilot Testing and Validation of an Educational Game on Transportation Challenges for Mobility Device Users
by Jorge L. Candiotti, Sangmi Park, Chang Dae Lee, Evan J. Rafferty, Rosemarie Cooper and Rory A. Cooper
Disabilities 2024, 4(4), 830-842; https://doi.org/10.3390/disabilities4040051 - 13 Oct 2024
Viewed by 1835
Abstract
Despite the increasing use of assistive mobility devices, practical education to navigate real-world ground transportation barriers is lacking. The educational board game, called HERL-Town, was developed to teach safe and effective navigation for mobility device users (MDUs) in the community. The study examined [...] Read more.
Despite the increasing use of assistive mobility devices, practical education to navigate real-world ground transportation barriers is lacking. The educational board game, called HERL-Town, was developed to teach safe and effective navigation for mobility device users (MDUs) in the community. The study examined the initial validity, reliability, and overall quality of HERL-Town as an educational tool for overcoming transportation barriers in real-world environments. HERL-Town featured fifty scenarios focused on transportation barriers and strategies, which were assessed for content validity, while the game quality was evaluated using the Model for the Evaluation of Educational Games (MEEGA+) tool. Twenty-three experienced MDUs and four caregivers participated in the study. The results indicated a good quality score of 60.15 and forty-five scenarios met the content validity standards. The overall reliability of the scenarios was moderate (ICC = 0.729). Early psychometric findings suggest HERL-Town as a promising effective educational game for helping new MDUs and their travel companions navigate safe and effective ground transportation barriers, hence enhancing their confidence, independence, and participation in the community. Full article
(This article belongs to the Special Issue Mobility, Access, and Participation for Disabled People)
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15 pages, 5052 KB  
Article
Table Games as a Tool to Learn about Material Science in Engineering and Architecture Studies
by Ainhoa Riquelme, Javier de Prado, María Victoria Bonache, Joaquín Rams, María Sánchez, Belén Torres, María Dolores Escalera Rodriguez, Pilar Rodrigo and Bianca Karelia Muñoz
Educ. Sci. 2024, 14(10), 1054; https://doi.org/10.3390/educsci14101054 - 27 Sep 2024
Cited by 1 | Viewed by 1565
Abstract
The project involved applying gamification methodology in the teaching of engineering and materials science through the creation of a board game. This game facilitated the active study of the subject, encouraged self-assessment, and developed general competencies such as teamwork and interdisciplinary collaboration, as [...] Read more.
The project involved applying gamification methodology in the teaching of engineering and materials science through the creation of a board game. This game facilitated the active study of the subject, encouraged self-assessment, and developed general competencies such as teamwork and interdisciplinary collaboration, as well as specific competencies in the structure, description, and characterization of materials and manufacturing processes. During the course, students created questions and tests for the game, which were reviewed by the faculty and used to print and manufacture the game. Students utilized the game to study actively, interact with their peers, and reflect on the course topics. There are plans to extend the project to more specialized subjects within the Materials Engineering degree program. The creation of these contents promotes active student learning, reinforces their knowledge, enhances information retention, and motivates students through gamification. Full article
(This article belongs to the Special Issue New Perspectives on Modern Higher Education)
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14 pages, 2096 KB  
Article
Development and Validation of a Game for Older Adults on Lifestyles and Frailty
by Ana da Conceição Alves Faria, Maria Manuela Martins, José Alberto Laredo-Aguilera, João Miguel Almeida Ventura-Silva and Olga Maria Pimenta Lopes Ribeiro
Nurs. Rep. 2024, 14(3), 2499-2512; https://doi.org/10.3390/nursrep14030184 - 20 Sep 2024
Viewed by 2232
Abstract
Background: Games are a promising strategy for rehabilitating older adults. The effect of games on promoting healthy lifestyles and preventing frailty remains uncertain. This article aims to describe the process of development and validation of the game “Bem-me-quer para a saúde”® to [...] Read more.
Background: Games are a promising strategy for rehabilitating older adults. The effect of games on promoting healthy lifestyles and preventing frailty remains uncertain. This article aims to describe the process of development and validation of the game “Bem-me-quer para a saúde”® to promote the acquisition of healthy lifestyles and prevent frailty in over 65-year-olds. Methods: This study comprised three distinct phases, spanning from December 2023 to June 2024. The first phase comprised a thorough review of the scientific literature on the frailty and lifestyles of older adults, a second phase of game design, and a third phase of content and semantic validation conducted by specialized nurses and older adults. Results: After revising literature, this study utilized an e-Delphi with a panel of 14 specialist nurses who underwent two rounds of evaluation. The “Bem-me-quer para a saúde”® game includes a puzzle board with 54 pieces and 30 educational cards. In the final phase, we evaluated the game on a cohort of 50 older adults, highlighting its reflective, interactive, and educational aspects. Conclusions: The game presented sufficient evidence of content validity and relevance to clinical practice. We should conduct additional research to evaluate its impact on lifestyle modification and frailty prevention. Full article
(This article belongs to the Special Issue Nursing Interventions to Improve Healthcare for Older Adults)
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15 pages, 2165 KB  
Article
Development and Evaluation of an Internet of Things Project for Preservice Elementary School Teachers
by Fu-Hsing Tsai
Sustainability 2024, 16(17), 7632; https://doi.org/10.3390/su16177632 - 3 Sep 2024
Cited by 1 | Viewed by 1336
Abstract
Programming education is gaining more attention in elementary schools, especially through the use of visual programming tools and development boards. However, the elementary school teacher education in Taiwan allows only limited time periods for training in visual programming and the use of development [...] Read more.
Programming education is gaining more attention in elementary schools, especially through the use of visual programming tools and development boards. However, the elementary school teacher education in Taiwan allows only limited time periods for training in visual programming and the use of development boards. Development boards are ideal for creating internet of things (IoT) projects, and project-based learning (PBL) is an effective teaching strategy in programming education to promote active learning. Therefore, to sustainably cultivate 21st-century teachers, this study developed an IoT PBL activity for preservice elementary school teachers in Taiwan, so as to improve their attitude toward programming and to enhance their content knowledge of programming teaching, including in computational thinking concepts and knowledge concerning the micro:bit and IoT. This project aimed to engage preservice elementary school teachers in using the micro:bit and electronic modules to create cardboard games with IoT features. A preliminary evaluation was conducted within a teacher education course to verify the project’s feasibility. Consequently, the preservice elementary school teachers participating in this project could develop various IoT cardboard games through teamwork. Their scores on the assessments of computational thinking concepts, development board knowledge, and attitude toward programming showed significant improvement after the project activity. They also expressed highly positive feedback on the project. These findings verify that the proposed PBL activity could be feasible for elementary teacher education. Full article
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27 pages, 363 KB  
Review
A Review of Attacker–Defender Games and Cyber Security
by Kjell Hausken, Jonathan W. Welburn and Jun Zhuang
Games 2024, 15(4), 28; https://doi.org/10.3390/g15040028 - 14 Aug 2024
Cited by 5 | Viewed by 4505
Abstract
The focus of this review is the long and broad history of attacker–defender games as a foundation for the narrower and shorter history of cyber security. The purpose is to illustrate the role of game theory in cyber security and which areas have [...] Read more.
The focus of this review is the long and broad history of attacker–defender games as a foundation for the narrower and shorter history of cyber security. The purpose is to illustrate the role of game theory in cyber security and which areas have received attention and to indicate future research directions. The methodology uses the search terms game theory, attack, defense, and cyber security in Web of Science, augmented with the authors’ knowledge of the field. Games may involve multiple attackers and defenders over multiple periods. Defense involves security screening and inspection, the detection of invaders, jamming, secrecy, and deception. Incomplete information is reviewed due to its inevitable presence in cyber security. The findings pertain to players sharing information weighted against the security investment, influenced by social planning. Attackers stockpile zero-day cyber vulnerabilities. Defenders build deterrent resilient systems. Stochastic cyber security games play a role due to uncertainty and the need to build probabilistic models. Such games can be further developed. Cyber security games based on traffic and transportation are reviewed; they are influenced by the more extensive communication of GPS data. Such games should be extended to comprise air, land, and sea. Finally, cyber security education and board games are reviewed, which play a prominent role. Full article
(This article belongs to the Special Issue Game Theory and Risk Analysis)
20 pages, 1770 KB  
Article
Benefits of Playing at School: Filler Board Games Improve Visuospatial Memory and Mathematical Skills
by Verónica Estrada-Plana, Andrea Martínez-Escribano, Agnès Ros-Morente, Maria Mayoral, Agueda Castro-Quintas, Nuria Vita-Barrull, Núria Terés-Lleida, Jaume March-Llanes, Ares Badia-Bafalluy and Jorge Moya-Higueras
Brain Sci. 2024, 14(7), 642; https://doi.org/10.3390/brainsci14070642 - 26 Jun 2024
Cited by 1 | Viewed by 5171
Abstract
The aim of the study was to test the effectiveness of cognitive interventions based on modern board games in school settings to improve memory outcomes and math skills. A parallel, quasi-experimental study was carried out with children (n = 234) into third [...] Read more.
The aim of the study was to test the effectiveness of cognitive interventions based on modern board games in school settings to improve memory outcomes and math skills. A parallel, quasi-experimental study was carried out with children (n = 234) into third and fourth grades (8–10 years old). School centres were allocated into a general domain intervention (playing memory board games), a specific domain intervention (playing mathematical board games) or a control group (regular classes without playing). Teachers carried out bi-weekly sessions during the last 30 min of mathematical lessons (8 weeks, 15 sessions). Before and after intervention, we individually measured verbal and visuospatial memory outcomes (short-term memory and working memory updating) and mathematical skills (number operations, number ranking, number production and problem solving). The results showed significant transfer effects of both memory and math trainings. In third grade, we found that playing math games showed medium–large effect sizes in visuospatial short-term memory and updating memory, number operations and number ranking compared to the control group. In fourth grade, we found that playing memory games showed significant small effect sizes in problem solving compared to the control group. Playing board games could be a methodology that enhances cognitive and mathematical development in children. Full article
(This article belongs to the Special Issue Effects of Cognitive Training on Executive Function and Cognition)
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