Game-Based Learning

including Serious Games, Gamification, Meta-Games, Group Deductive Game, Minecraft, Breakout Boxes

Curiosity Shoppe

'The Research Behind' Guides
Games-Based LearningGame Design, History, PhilosophyGamificationEpistemic/Serious Games

Game-Based Learning & Gamification

Podcasts

Research

Digital Games in Education
Gee, J. P. (2013). Good video games and good learning: Collected essays on video games, learning, and literacy (2nd ed.).
Shaffer, D. W. (2006). How computer games help children learn.
Squire, K. D. (2011). Video games and learning: Teaching and participatory culture in the digital age.
Whitton, N. (2014). Digital games and learning: Research and theory.
Klopfer, E., Osterweil, S., Salen, K. (2009). Moving learning games forward: Obstacles, opportunities, openness.

Klopfer, E., Osterweil, S., Groff, J., & Haas, J. (2009). Using the technology of today, in the classroom of today: The Instructional power of digital games, social networks, simulations.
Groff, J., Clarke-Midura, J., Owen. V. E., Rosenheck, L., & Berland, M. (2015). Better learning in games: A balanced design lens for a new generation of learning games.

References

Game Design
Schell, J. (2014). The art of game design: A book of lenses (2nd ed.)
The Art of Game Design: A Deck of Lenses (2nd ed.)by Jesse Schell
Koster, R. (2013). Theory of fun for game design (2nd ed.).
Salen, K., & Zimmerman, E. (2003). Rules of play: Game design fundamentals.
Schrier, K. (2014). Learning, education, and games - Volume one: Curricular and design considerations.

References

Gamification
Chou, Y. (2015). Actionable gamification: Beyond points, badges and leaderboards.
Matera, M. (2015). Explore like a pirate: Gamification and game-inspired course design to engage, enrich, and elevate your learners.
Zichermann, G. (2013). The gamification revolution: How leaders leverage game mechanics to crush the competition.
What’s Your Game Plan (Updated 1st Ed.) w/Math Expansionby Joe Bisz
thegamecrafter.com[Card Deck]
Complex Mechanics: 9 Gamed Up Teaching Approaches (2016)by Joe Bisz
thegamecrafter.com[Card Deck]


AddingPlay: Gamification and Game Design Toolkitby Kam Star
Playgen[Card Deck]

References

Philosophy & Sociology of Games
Bogost, I. (2008). Unit operations: An approach to videogame criticism.
Bogost, I. (2016). Play anything: The pleasure of limits, the uses of boredom, and the secret of games.
Caillois, R. (2001). Man, play, and games.
Carse, J. (2013). Finite and infinite games: A vision of life as play and possibility.

Multi-Player Online Environments

in Education

Minecraft

& Minecraft Education Edition
Selby, E. (2017, April 19). Can Minecraft be used in an educational environment [Blog post]. Retrieved from https://www.theeducator.com/blog/can-minecraft-used-educational-environment/
Daniel, M. (2019). Minecraft EE in you classroom. (Kindle only)
Dikkers, S. (2015). Minecraft: How teachers learn to use Minecraft in their classrooms.
Smeaton, D. (2017). The Minecraft teacher: An anthropological exploration of the pedagogy behind Minecraft as a teaching tool. (Kindle only).


See also the 'Coding: Minecraft Modding' sub-section within the 'Maker-Learning' area

Farwell, N. (2015). Minecraft: Redstone handbook (Updated Ed.).
Milton, S. (2015). Minecraft: Combat handbook (Updated Ed.).
Milton, S. (2015). Minecraft: Essential handbook (Updated Ed,).
Needler, M., & Southam, P. (2015). Minecraft: Construction handbook (Updated Ed,).

Breakout Boxes

Gamification in Education

Breakout Boxes are a gamification strategy whereby a container (e.g., box, pouch) of some type is secured by one or more locks via a 'hasp'. so the content remains secure and usually a mystery. The locks used can be keyed locks or combination locks consisting of numbers, letters, directional, or other patterns. Clues as to the locks' combinations are hidden in ingenious ways via secret writing (invisible UV-light reactive ink), puzzles, or ciphers & codes. Teams complete to unlock all of the locks necessary to open the container within an allotted time (like an Escape room). In the process, students develop collaborative team skills, exercise critical thinking, and/or acquire/demonstrate content knowledge.

For ideas about creating Breakout Box experiences, see other sections of the Curiosity Shoppe website: Mechanical Puzzles (Escape Rooms), Mechanical Puzzles (Puzzle Geocaching), Recreational Math (Cryptography). Below are some examples of typical materials associated with Breakout Boxes. Some common places to obtain them are Amazon.com, Dollar Store, Harbor Freight, and Walmart. Select a brand/model with a large number of positive consumer ratings*. You might find it advantageous to purchase locks of different colors since even selecting the proper color lock might be a part of the underlying Breakout Box solution.


*Thanks to Heather Crouch (Educational Specialist, Instructional Services, Fairfax County Public Schools) for her recommendations for economical priced items to create Breakout Box sets.
Master Lick 646T3-Dial Set Your OwnNumber Combination
Sure Lock4-Dial Set Your OwnNumber Combination
(comes in black, blue, green, pink)
Master Lock 1535DWD4-Dial Set Your Own Word Combination
(comes in black, blue, light blue, pink)
Wordlock PL-004-BK5-Dial Set Your OwnWord Combination
(comes in black, blue, pink, silver, red)
Master Lock 1500iDSet your OwnDirectional Combination
(comes in black, blue, purple, red)
Master Lock 120QPack of 4-Keyed Alike
Sheffield 12628 Gray Plastic Field Utility Box
Lockable Pouch with or without an integrated lock
Master Lock Lockout Tagout Hasp 1-1/2"" Jaw
Invisible Ink Pens
UV Flashlights (Black Lights)
BreakoutEDU.com offers an annual subscription to an archive of 'breakout box' lessons for various content areas. The subscription includes an online 'lesson management system' and a 'digital game creator' for students to use. Access to user-generated 'breakout box' lessons is free - although creation of an account is required.
Teacher-created Breakout Box lessons on 'Teachers pay Teachers". BreakoutBox.com also offer an annual subscription to an archive of breakout box lessons.

Sense of Taste

Gamification in Education
BeanBoozled (5th Edition)by Jelly Belly

Use for engaging test prep or teaching adjectives. Be sure to buy some breathe mints!
Take turns spinning the wheel to decide your fate. Is the blue jelly bean delicious Berry Blue, or is it Toothpaste?! Each box contains a key of what taste you might experience, but you never know when you’ll be “BeanBoozled” by a weird and wild flavor. Flavors in this 5th Edition Mix include:
Dead Fish, Strawberry Banana Smoothie / Spoiled Milk, Coconut / Canned Dog Food, Chocolate Pudding / Barf, Peach / Stinky Socks, Tutti-Frutti / Booger, Juicy Pear / Rotten Egg, Buttered Popcorn / Toothpaste, Berry Blue / Stink Bug*, Toasted Marshmallow / Dirty Dishwater*, Birthday Cake
*new to 5th edition: Stink Bug w/Toasted Marshmallow, Dirty Dishwater w/Birthday Cake
[removed in 5th edition: Lawn Clippings /w Lime, Rotten Cheese w/Caramel Corn]

Board Game Studies

References & Links
definitive board game learning community with info, ratings, and docs on 100,000+ games

Albert, M. H., Nowakowski, R. J., & Wolfe, D. (2007). Lessons in play: An introduction to combinatorial game theory.Bell, R. C. (2010). Board and table games from many civilizations (Revised Ed.). Botermans, J., & Frankbonner, E. L. ( 2008). The book of games: Strategy, tactics & history.Browne, C. (2005). Connection games: Variations on a theme..Browne, C. (Ed.) (2018). Game & puzzle design compendium: Issues 1-6. lulu.com [color .PDF version]Mayer, B., & Harris, C. (2009). Libraries got game: Aligned learning through modern board games. ALA.Neto, J. P., & Silva, J. N. (2013). Mathematical games, abstract games.Nicholson, S. (2010). Everyone plays at the library: Creating great gaming experiences for all ages.Nowakowski, R. (1999). Games of no chance (Reprint ed.).Parlett, D. (2018). Oxford history of board games (Updated Ed.).Ratrout, S. (2018). A guide to checkers families and rules. Unpublished.Thompson, J. M. (2000). Defining the abstract. The Games Journal, July 2000. DownloadWalker, D. G. (2014). A book of historic board games. lulu.com. Download

Board Games

Reviews (YouTube)
Top 10 Games That Teach HistoryThe Dice Tower with Tom Vasel
Top 10 Games That Teach ScienceThe Dice Tower with Tom Vasel
Top 10 Games That Teach LogicThe Dice Tower with Tom Vasel
Top 10 Abstract Strategy GamesThe Dice Tower with Tom Vasel

Board Games

The Curiosity Shoppe Collection

A vetted collection of game-based learning resources to explore how games and 'gamification'can foster student learning: content acquisition, conceptual understanding, creativity/application.

Abstract Games

See index of 4500+ abstract games sorted by ranking (boargamegeek.com)

Astract games have been designed over a period of 55 centuries throughout diverse cultures (Africa, Asia, Europe, The Americas). They connect students with the structured play that our ancestors used to delight both children & adults through logic & problem- solving long before the great systems of math & science existed.
Abstract games are interactive logic & math 'problem spaces' in which players have complete knowledge of the factors that affect game play Chance (roll of the dice), physical prowess, and hidden knowledge ('fog of war', bluffing) are not factors for success. Abstract games tend to be "dry", although sometimes a theme (e.g., military combat, empire building), a storyline, or the artistic design of the game components (board, pieces) provides a social context. The player gains mastery of the inner logic of the rules adapting game play as she/he encounters the creative imagination (dynamic patterns) of other players.
This category of games tends to have a brief set of well-defined rules through which the player's understanding (tactical & strategic) can grow with repeated plays. Abstract Strategy games are abstract games that include some degree of chance (card picking, role of the die). Such randomness & risk (probability) allow designers to better simulate complex human cultural systems (military, financial, legal) where perfect knowledge of all factors in play is not possible.
Two polar opposites in the Abstract genre would be 'Tic Tac Toe' (c. 1300 BC, BoardGameGeek 'Abstract Rank': 757th) and 'Go' (c. 2200 BC, 'Abstract Rank': 4th). An elementary school student can master Tic Tac Toe after hours of play and thereafter stalemate a computer opponent. Whereas even a supercomputer programmed with centuries of championship Go matches cannot routinely best a Go 'grand master'.

Abstract Games - GIPF Series


GIPF Project (wikipedia)Kris Burm (wikipedia)
Between 1997-2007, an astonishing thing happened. Kris Burm, a Belgian game designer released in rapid succession 6 'abstract' games referred to as the "GIPF Project". These 6 games have won numerous awards (e.g., Mensa Select). and 4 were include in the BoardGameGeek Top 10 'abstract games' list. These games were designed in such a way that pieces/strategies from each of the games can be intermixed using expansion sets GIPF Sets #1-3).
Kris Burm replaced one of these legendary 6 games, TAMSK, with a game less expensive to produce called TZAAR, which is also highly acclaimed. A 7th game, LYNGX was added to the series in 1917. As of 12/19/18, 5 of the GIPF series still rank in the Top 13 (of over 4500) 'abstract games'.
All of the games (except TAMSK and GIPF Set #1) are in print available from Rio Grand Games. Play them all in to experience different logic 'problem spaces' and mechanics.

Accelerated Learning Foundation - 'Games for Thinkers'


'Games for Thinkers' is a collection of games published by the Accelerated Learning Foundation designed to foster critical & creative thinking and peer collaboration in several content areas: language arts, logic, math, science, social studies (propaganda detection). Most of the games use a common set of game mechanics (a design-based learning system) tested and improved through 50 years of both classroom & extra-curricular use (Academic Gaming Leagues) in collaboration with Higher Ed (the University of Michigan 'Instructional Gaming Group').
They represent an impressive, albeit fledgling attempt to create the tools to develop critical thinking, metacognition, collaboration, and self-regulation in the process of "content acquisition" rather than postponing the time-consuming maturation of such skills to college, post-college, or never.

Collaborative Games

Although there are many games in which players collaborate with others in order not to lose, i.e. gang up with others against another who is close to victory, the "collaborative" genre consists of games which in their very design require collaboration for everyone to win. That being said, these provide team-building experiences while exercising memory and deduction skills.
A sub-genre within "collaborative" games (e.g. The Resistance, Werewolf) introduces the use of collaborative memory/deduction skills to overcome active deception on the part of one (or more) players. In this age of false advertising, political sloganeering, and partisan science, games that promote collaborative critical processing of conflicting information are 21st century pedagogical tools posing as 'party games'.

Cultural Literacy (History) Games

These games develop a common cultural 'knowledge-base' frequently associated with educational standard & benchmarks. They do not assist the player to develop "epistemic understanding" (internalize the methods, critical & interpretive skills, or ethics of a practicing historian, political scientist, or autonomous citizen). One exception is the game PROPAGANDA from the Accelerated Learning Foundation.

Dexterity Games

This category of games involves physical skills and an intuition of how mass and balance are related. They typically involve picking things up, stacking things, and flicking or sliding things. Some classics are Jenga, Operation, and Twister, however these hardly exhaust or represent the best of the genre.

Language Games

(incl.uding World Languages, ESL)These games predominantly stress vocabulary development. Currently few games on the market emphasize grammar - writing skills, rhetoric - persuasive speaking skills, or the critical thinking skills involve in listening). Some exceptions are "Rory's Story Cubes" for sparking 'creative writing'. Also the 'party games' "Snake Oil" and "But Wait, There's More" can be used to exercise impromptu creativity & persuasive speaking (or writing).

STEAM & Logic


Science, Technology, Engineering, Art, Math,Pattern Recognition, Spatial Imagination games

Abstract Game Systems


Pyramid Arcade

Andrew Looney, John Cooper, & Kristin Looney
Looney Labs
instruction guide

Andrew Looney

wikipedia

Icehouse Pieces

wikipedia

Other Pyramid Games

Looney Labs
22 additional top-picked games with PDFs to play them.
Looney Labs Holiday Gifts Pyramid Games(print and play)
World War 52008
Nothing Beats a Large 2009
Pharaoh2010
Pyramid Shambo2011
Pink Hijinks2012
Sandship2016
Lava Flows2017
IceToids2018
Free book w/35+ games to play with the Shibumi boards & pieces

Margo

(Ninja version set)Cameron Browne
Nestorgames
rules
Free book w/ 15 games to play with the Yavalath board & pieces

Yavalath

Cameron Browne
Nestorgames
rules

Abstract Meta-Games

Rule Discovery (e.g. Eluesis) Rule Creation (e.g. Nomic) Rule Changing (e.g. Fluxx)

Rule Discovery

Inductive Reasoning
(1956, 1977)by Robert Abbott4-8 players

Eleusis

wikipedia
(2006)by John GoldenRevision of Eleusis3-8 players
(1962) by Martin David KruskalSimplified version of Eleusis 2-7 players

Zendo

Looney Labs
(2003, 2017)A pyramids' system game2-6 players
Set #1

Rule Changing

Fluxx Family

Looney Labs
The "Fluxx" series of card games is included in the Curiosity Shoppe collection because they are "brain games" suitable for all ages and completion time is much less than typical "abstract-strategy" games (1 to 3 hours). There are over 20 variations of Fluxx. The versions listed here are those currently in the Curiosity Shoppe collection.
The "Fluxx" series allows players to reflect on the current state of the game and change both the 'rules of play' and 'winning objective' to favor the cards they have in their hand and on the playing field. Such re-evaluation (of the means and/or the objectives) in response to changing conditions is an important part of real-world "design thinking".
Fluxx wikipedia

Abstract Games Rubric


developing a classification to describe abstract gamesand a rubric to evaluate their effect on human development
(in progress)

There are over 100,000 board game entries on www.boardgamegeek.com (if you include reprints, revised editions, and expansions). 5000 new entries were added in 2017 alone. Perhaps the top 1% of such released games provide some advancement in rules & game dynamics to playfully nurture human development through exploring different logics & game mechanics. The Curiosity Shoppe focuses primarily on abstract games, a subset involving pure logic, no chance). We base our acquisitions on academic research and the winners of prestigious awards (Mensa Select, Spiele des Jahres),

The Curiosity Shoppe is attempting to classify games we play according to games design categories as well as observing how specific executive function & critical thinking skills are exercised by a particular game.. For the 'abstract game' criteria we are following an e-mail suggestion from abstract game researcher/designer Dr. Cameron Browne to consult the work of Parlett (2018). We are relying on the work of Barkley, (2012), Paul (2007), Restak & Kim (2011) as well as the Thinkfun.com website for guidance on developing a game review rubric aligned to executive function and critical thinking skills.

Barkley, R. A. (2012). Executive functions: What they are, how they work, and why they evolved. The Guilford Press.Browne, C. (2005). Connection games: Variations on a theme. A. K. Peters.Browne, C. (Ed.) (2018). Game and puzzle design compendium. Volumes 1-6. lulu.comParlett, D. (2018). Parlett's history of board games: The updated edition of the Oxford history of board games. Echo.Paul, R., & Elder, L. (2007). A guide for educators to critical thinking competency standards. Foundation for Critical Thinking.Restak, R., & Kim. S. (2011). The playful brain: The surprising science of how puzzles improve your mind. Riverhead Books.

Space Games


Allignment - place or move pieces into a line of 3 or moreEternas, Gobblet, Morris (9 Men), Pentago, Quarto, Quixo,Yavalath
Allignment ? - place or move all pieces into a single or largest groupingFeed the Ducks, Unity
Attainment - get one or more pieces across the boardEpiminondas, Kamisado, Quoridor
Connection - connect sides of the board with a line of piecesConHex, Flink
Nim family - restriction by placement(start with empty board, players place pieces)Batik, Four, Hippos & Crocodiles, Pentomoes, Pylos, Quads
Nim family - restriction by movement(start with pieces on board, players move pieces)Abacam, Eclipse
Territorial Occupation - control the most territory by the end of gameCounteryplays, Dots & Boxes, Go, Margo, Seven, Twigs, Pent-Up
Traversal - get all one's pieces across the board

Chase Games

Assymetrical opponents start the game with different starting positions. different objectives, and/or unequal resource or movement powers
Tafl family

Displace Games

Opponents attempt to capture a chief piece or most/all pieces on the board
Undifferentiated - pieces: differentiated by owner but not function Alquerque, Awithlaknannai Mosonai, Fanorona, Latrunculi, Limit, Seega
Semi-dfferentiated - pieces change function by promotionDraughts family (aka Checkers)
Differentiated - pieces have differentiated functions at start of gameArimaa, Chess, The Duke, Let's Catch The Lion!

Bean Games

Pieces are completely neutral: undifferentiated as to power, function, value, and ownership
Mancala family
List of Mancala games

'Print and Play' Games

The flexible, portable, affordable board game system(Includes downloadable Print-n-Play games sellers of inexpensve Piecepacks (boards, cards, pawns)
A 'closed' Facebook group, requiring registration,

Android & iOS Games

Abstract & Strategy