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Title | Meaningful Cardboard: Towards a "Tabletop Games and Learning" |
Presenter(s) | Sean Duncan, Mark Chen, Matthew Berland, Adam Mechtley and Colleen Macklin |
Time | Friday, October 17, 1:00p-2:00p |
Location | Lake Superior |
Format | Panel |
Description | While the field of "games and learning" is ostensibly diverse, much of the work in this field to date has drawn from education discourses that have privileged digital technologies (e.g., Educational Technology, the Learning Sciences) or from design-oriented scholarship that has historically emphasized computational, digital play. And even though the Meaningful Play community readily acknowledges that games are significant social, cultural, and economic artifacts, we often focus inordinately on digital games and digitally-mediated forms of play to the exclusion of other modalities. In this panel, we aim to shift the discussion toward non-digital forms of play (board, card, role-playing, and other tabletop games), and begin to coalesce a subfield of "tabletop games and learning" scholarship and design. We live in an era in which the tabletop game is undergoing a creative renaissance, with a growing market that is increasingly connecting to digital game developer communities (e.g., the "Doing It on the Table" event at the 2014 Game Developers Conference). At the same time, there is growing academic interest in the unique affordances, styles of play, and community activities that typify these forms of games. Costikyan & Davidson (2011) collected academic and designer discussions toward regarding better understanding tabletop gaming experiences. Additionally, recent studies have focused on understanding learning practices embedded within tabletop play, such collaboration in Reiner Knizia's Lord of the Rings (Zagal, Rick, & Hsi, 2006) and computational thinking in Matt Leacock's Pandemic (Berland & Lee, 2010; Duncan & Berland, under review). Other work has focused on communities of learners around these games -- both advocating for the study of the dynamics of online communities around tabletop games as well as on developing interventions based around tabletop gaming in community spaces such as libraries (Nicholson, 2007). In this panel, we will present ongoing work on the forms of interaction present within these games that distinguish them from their digital counterparts, while engaging with questions to push this subfield forward. These include: What are the different affordances of tabletop games vs. digital games, and how do these affect learning interventions using them? Do tabletop games draw different kinds of players, and, if so, how might this change or extend the reach of games and learning to new player bases and design spaces? How do we understand the impact of the differences in community practices and cultural cachet between digital and tabletop games? Are ?there differences in the roles that fan spaces around these games serve in understanding learning ?and meaning-making within them? We have collected a set of panelists who have all done recent work at the intersection of tabletop ?games and learning, presenting work on a wide range of approaches, domains, and types of play ?with tabletop games. The panel will include:
Berland, M. & Duncan, S. (under review). Computational thinking in the wild: Uncovering ?complex collaborative thinking through gameplay. Submitted to International Journal of ?Learning and Media. Berland, M., & Lee, V. R. (2011). Collaborative strategic board games as a site for distributed ?computational thinking. International Journal of Game-Based Learning, 1(2), 65. Costikyan, G. & Davidson, D. (Eds., 2011). Tabletop: Analog Game Design. ETC Press. Nicholson, S. (2007). The role of gaming in libraries: Taking the ?pulse. White paper available online at http://boardgameswithscott.com/pulse2007.pdf Zagal, J. P., Rick, J., & Hsi, I. (2006). Collaborative games: Lessons learned from board games. |