There has been an exciting surge in board games and card games for learning. Recently, I wrote about that surge over on LinkedIn in an article titled Board Games and Card Games: Leading the Learning Game Field in 2018. Since that time, I’ve notice a lot more articles about board and card games, how they can be used effective for learning, the growth in interest and the methods that board and card games are using to grow and become more democratized. Here are some interesting articles and resources related to board and card games.
Artist Simon Denny Uses Board Games to Explore How Business Affects Culture (Shout out to Monica Cornetti for posting the article).
It’s also important to point out that we in the learning and development field can learn a great deal about designing and delivery board and card games from the game industry. Here are three videos that provide some great insights for creating games in general and that we can use to help us design effective games.
When creating a game, you want to engage learners. Here are some resources related to engagement and gamification. Here is a course titled How to Increase Learner Engagement which provides ten great ideas for breaking away from the lecture and working toward engaging students on a meaningful level.
If you are thinking about being more adventurous in your teaching, think about gamifying some of your instruction. Start small and then add more and more game elements. It’s effective from a learning perspective and really engages students. If you are not sure where to start, check out “The Gamification of Learning.” It will help you think through the gamification process and to create meaningful gamified instruction. Here is a sneak peak.
WORKSHOPS and CONSULTING
Also, if you want a personal touch on learning about board or card games, game-thinking or gamification, contact me for consulting or workshop needs. I run a couple of different workshops and have consulted with organizations around the world on the convergence of learning, technology games and gamification (although, I have to admit that 2018 is almost full already).