Beruflich Dokumente
Kultur Dokumente
] effrey P. Hinebaugh
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British
Contents
Preface
Acknow ledgmems
1
My Story
Overview of Board Game History
8
9
12
15
20
28
MOliSe Trap
36
Scrabble
43
46
Bogglc
57
vi i
1
2
Educational Theories
67
70
85
95
102
IV
GONTEKTS
105
109
116
124
131
134
145
155
165
175
178
188
197
198
202
207
211
215
223
Preface
1 will
lO
research and
w explore the
erations of families provide some of the best tools around for developing and illustratng cducationa l skills and conccpts that are fundamental
ro achievemem. Funherm ore, these board games have a proveo track
record and can be utlized and enjoyed by families (and schools) from
any educational anc\/or economic background. Simply put, classic board
games provide tools for the eclucational development of all students
VI
PREFACE
Acknowledgments
H asbro
CHAPTE R
My Story
What is the motivalion to wrile a book on the educalional skills developed through the play of board games? A lot of people, including my
family and coworkers, ask the same question. In short, my motivation
stems from a desire lO inform families and educalo rs of the incredible
learning tools thal nearly everyone has access lO in the form of classic
through these board games were used all through my schooling and
education, and in my cu rrent profession asan auorney.
A great illustration of how sklls developecl through playing board
garnes transfer to other settings was brought home 10 me when I altended law school at the University of Michigan. As any law student will
tell you, law school is designed to teach students to think critically about
legal issues ancl problems and to formula1e solutions based on case law,
statutes, and reason. At its base, the legal thought process is a deductive
reasoning process that seeks to arrive al a conclusion or solution based
on the known facts, case law, starutes, and so forth .
While learning ro .. think like a lawyer'' appears to be a daunting task
al firsl blush to rnany students, "lhinking like a lawyer .. actually util izes
the same skills that are used and developed wh ile playing board games
such as Clue, Battleship, or Mastermind. While the variables in Clue
may be suspects, weapons, and rooms as opposed tocases and statules,
the reasoning and lhought p rocess used to determine the solution or
response is quite similar. In fact, onc of m y legal theory professors even
used examples from Clue to illustnate the legal thought process.
The skills I developed through board games were not plll in 1he
closct aftcr I complctcd my schooling. Thc stratcgy skills dcvclopcd by
games such as Stratego ancl checkers, the communication skills developed by Piclionary and Scauergories, the language ans and vocabulary
skills developed by Scrabble and Boggle, ancl the negotiation skills developed by Monopo ly and Risk :ue used every clay in my profession as
/1.
GI-IAPTER
a corporate tria! attorney. And having tried over fifty cases ro judges and
juries over the past sixteen years, I have also been reminded on occasion of one of the first lessons of Candy Land and Chutes and Ladders:
you do not always win!
proclaims rh at go, known as wei-ch'i in China, was invenred by Emperor Shun (2244-22o6 BC) as a way ro increase the intelligence of his
son, Shokin. Mancala was viewed by many tribes in Africa as one of the
means to test a boy's readiness to assume the responsibilities of manhood.
The significance of these early games, most of which are still played
today in one form or another, cannot be overstated. The games we view
as "classic" or "traditional" are actually varia tions on board games th ar
ha ve bcen enjoyed and p layed for thousands of ycars. As such, the importan! role that board games can play in the educational development
of children and fami lies toda y is nor a new thought or idea. Rather, it is
one of the foundations upon which early board games and their subsequent variations were based.
Com-
1999); llow to Win at Cbeckers (Fred Heinfeld , 1972); Cbess Fllndamentals Qose Raul Capablanca, 1994); 1,000 Ways to Win
Games
(Jay Walker and jeff Lehman, 1975); a nd \l'lin at Cbeckers (Millard Hopper, 1956).
You will find , however, that any decent book or guide that provides ..strategy tips on how to win at a panicular ga me is based o n
an und erstanding of the math, logic, and/o r reasoning concepts upon
wh ich the game is based. These foundational concepts dovetail with th e
ed uca tional skills developed by these games and are best lea rned and
understood by playing these games. T herefore, an understanding of th e
ed uca tional benefits of these ga mes, which are explo red in detail in th is
book, will lead to a better understa nding of how the ga mes are played
and the rnost effective strategies to employ.
ha ve found their way inro homes all over rhe world over the lasr half
ce nrury, the number of pure educarional games produced and sold is
minuscule. Moreover, convincing some children to play games that they
perceive to be educational'' is like gening Mikey to eat his Life cereal.
Second, many of these new educational games are rather expensive and
thereforc not grcat candida tes for widespread use in schools and classes
where discretionary dollars are hard to find.
The recent spurt of educational games in rhe markerplace is a positivc development and certainly supports thc learning and cducationa l
possibilities of board games. One can only hope that sorne of these
educational games join th e ranks of classic board games enjoyed by
millions in the future.
Okay, so what qualifies as a classic board game? 1 am th e first to
admit that this is a purely subjective definition. There are, however,
sorne guiding principies that were used to define classic board games
for this book.
The first qualifica tion is that rhe game has to be popular. By popular
I mean w idely sold and known across generations and regions. If you
mention the board games in this book to passersby on the streer, nine
out of ten will be familiar with all o f the games. 01ances are that they
also own copies of most of the games.
The second qualification is rhat rh e game musr be easy to play.
There are some amazing games being produced, mainly in Europe, th at
art: a lot uf fun tu play and havt: an almost rdigious following by board
game enthusiasrs, for example, Seulers of Catan. These games, however,
are not necessarily easy to play, and it may take a good hour for an adult
just to read and understand the directions! The board games discussed
in this book are easy to play, and the rules of play are general! y known
by thc majority of familics.
Finally, the dassic board games in this book have distinctive educalional skills that are learned and developed by play. In contras\, a number of games could be considered classic in the sense of popularity and
ease of play, but the associated educatio nal bend1ts are not panicularly
define& Games such as Opera !.ion, tiddlywinks, Mysrery Date, and Don't
Break nhe Ice fall inro this category. (Ma ke no misrake, however; all
board games provide some benefir, and the fine motor skills and social
skills developed rhrough games such as Operation or tidcllywinks are
valuable skills.)
Educational Theories
Children who develop cognitive thinking skills, math skills, economic
skills, communication skills, and language arts skills will achieve at a
grearer level than those chilclren who do nor deve lop these skills. The
board games discussecl in this book teach and develop these skills. That
is about as far as this book will go in discussing or evaluating educational theories.
While the few research studies that have focused on board game
play in educa tional settings will be discussed and highlighted, theories
that di ve into such ropics as the transferability of cognitive learning skills
or the developmental learning phases from childhood to adult (Piaget)
will not be discussed in any detail. Any proper discussion of these topics requires mo re space than permined in these pages--and more intelligencc than prcscntly exists with this author!
Onc of th e theorics that will be cliscussed gcncrally is known as
"game theory. Game theory was deve loped in the late 1930s and at-
The use of boa1d games in school curJiculurns is ce1tainly not limited to school systems in NoJth Amcrica. In fact, board games are used
cxtcnsivcly intcrnationally as a part of school curriculums. Draughts
(checkers) is a part of the curriculum in elementary and secondary
schools in Russia and the Netherlands. Go is utilized as a part of the cliJ'riculum in many japanese schools, and chess is incorpora red into school
curricu lums in over fon y countries, includi ng France and Argentina.
Within th c United States, schools ha ve uscd a widc varicty of board
games as a part of their cu rriculum. Minneapolis schools ha ve incorporated th e play of Monopoly and checkers in to the cu rriculum ro enhance
students' math skills. Schools in Tcmpcrance, Michigan, ha ve incorporated board games into units on probabilities and statistics. The Wachusett Regional School District in Massachuseus even sen t a memo 10 all
school principals in the district encouraging the use of board games in
the school cu rriculurn, stating: "Competitive board games not only entenain but can encourage and inspire intellectua l interaction. Cenainly,
an individualized educational organization can respond to the needs of
those stuclenrs who desire to clevelop rheir strategic and tactical skills in
a competitive environmenr.
Many schools mix the use of board games between after-school
clubs ancl the curriculum. As an example, midclle schools in Pensacola,
Florida; Cary, North Carolina; ancl Belmont, New Hampshire all use
Scrabble as an extracurricular activily ancl in the classroom to develop
1o
and reinforce skills such as spelling, vocabulary, and, interesti ngly, math
skills. In fact, there are over 1,6o0 school Scrabble clubs across North
America.
Checkers and chess are also used by many schools as a part of rhe
currculum to develop a va riery of core educational skills. Chess and
checkers ha ve been uscd as a part of school curriculu ms in Ohio; New
York; Texas; Massachusens; New l-lampshire; New Brunswick, Canada;
Quebec; Zaire; and Venezuela w ith ourstanding results. lndeed, the New
jersey legislature rccently passed a bill authorizing thc use of chcss as
a unir of instmction in schools, specifically highlighting the educational
skills and concepts developed by playing chess.
The results of incorporating board games into the currculum have
been uniformly positive. Students increased their critica! thinking, problem solving, analysis, reasoning, planning, and comm unication skills.
Using board games as a part of the school currculum also resulted in
higher test scores in math and science, as well as increased performance
on other standardi zed tests such as the Watson-Glaser Critica! T hinking
Appraisa l, the Test of Cognitive Skills, and the Torrance Tests of Crea ti ve
Thinking.
The use of board games in the currculum has no: been limited
lO
rhe use of board games ro develop and rein force core educarional skills.
Mosr of the major publishcrs of homcschool curricul ums, such as A
Beka, Bob jones, and Rainbow, incorporare board games into various
aspecrs of their currculum. Various websites and blog sites, such as
HomcschoolDincr.com and Homcschoolgamcs.blogspot.com ha vc dcdicated space solely for the discussion of board games that can be used
in homeschool curricul ums.
10
BOARD
G.fuvt ES
AS EDUCJ\TIONAL TOOLS
11
language arts skills, creative thinking skills, money skills, and strategy
skills that may be first developecl Lhrough other curricultrms. In addition, board games help develop the social and communication skills for
homeschooled students that many families are concerned will be missed
withour the traditiona l school setting. (On this note, anybody who believes that homcschooling ncgatively affects social and communication
skills has not met my nine-year-old daughter!)
Now 1 must confess bias with respect to the homeschooling crowd
sincc, as you probably havc glcaned from my last commcnt, wc homeschool our two children. (My wife might take exception to my use of
"'we.) In truth, we ha ve incorporated the use of all the board games discussed in this book as a means to dcvelop and enforce educational skills.
That is not to say that we force-feed our kids mandatory "game time"; to
the cont rary, a large part of the effectiveness of board games as educational tools stems from the fact that kids do not look at these games as a
part of school. They simply like to play them because they are fun .
An additional segment of the educational community that has utilized board games cuts across the traditional school and homeschooling
segments. Proponents of the "classical education" curriculum, which
emphasizes critica! thinking and thought, have discovered how effective board games are for developing logic, criLical thinking, and deductive reasoning skills. In addition, specific board games are well suited
for developing and enforcing the skills acquired in the traditional three
stages (the "trivium ") of classica l education: grammar (Scrabble, Boggle,
Scanergories), logic (Ciue, Mastermind, Battleship, checkers), and rhetoric (chess, Risk).
The use of board games as educational tools does not stop at the
elememary or high school leve!. Colleges and universities have woven
thc play of classic board gamcs into cconomics, mad1, and critica! thinking courses. lndeed, Mastermind is even used at a number of colleges
and universilies
lO
university professor from the University of San Francisco has even published a text on the m:nh theory and proofs of Mastermind!
12
G HAPTER
In crirjcal thinking cou rses 1 have raughr, 1 have used boa rd ga mes
such as Clue and Battleship to illustrate the process of deductive reasoning. Genysburg College (Pennsylvania) and Central Connecticut State Universil)' have gone one step further and have used Clue in their computer
science curri cul ums to show students how arti fi cial intelligence can be
used to carry out the logic and reasoning techniques used to play Clue.
The use of boa rd games as lea rning tools to teach mathemati cs,
langu age, histo ry, and science is a focus of rhe education curriculum at
the Catholic Uni versity College of Bruges-Ostend in Belgium. In fact, the
school is known around the world for its Board Ca rne Centre (Spellenarchief), wh ich fea1u res close 10 eight 1housand boa rd games and is
conside red th e largest collection o f b oa rd games in the world. Other
colleges and universities, such as the College of Pharmacy at Oregon
State Universily, have used modified classic board ga mes 10 re inforce
facts and co ncepts taught in the classroom and in laboratories.
In add ition to the use of boa rd g:ames to reach, develop, and illustrate educational skills and concepts, board games are also the subject
of higher-level un iversity course sludies. The play of board ga mes is
observed and used in sociology and psychology studies, and a number
of universities even offer sp ecific courses focused on designing and
publishing board games. (1 am not sure where these courses were when
1 was in college!)
Play On!
The potential fo r using classic board ga mes to teach and reinforce core
educa ti onal skills is enormous. This potential is di minished, however,
if th e manner in which these board ga mes are used loses sight o f the
games' original intent: to ge nerare fun , laughte r, and enjoyment. Jf playing boa rd ga mes loses its fun facto r and becomes ted ious, yo u might
as well pull out the worksheets, workbooks, and quiz pads. lt is the
enjoyment of playing th ese classic board ga mes that makes them e ffective 1ea.ching wols.
13
The board games discussed in this book are supposed tO be fun and
a sou rce of enjoyment. Along those lines, 1his book is designed 10 be
enjoyable and not to be taken too seriously. There are a number of valuable ideas and points in this book on how 10 use and play board games
with an eye toward their educational value and benefits. There is also
a lot o f information in this book that is rcally of little educational value,
but which 1 included because 1 thought it was interesting or pretty cool.
Hopefully you will have fun flipping through these pages and, when
finished, you will find that you have pickcd up a fcw useful concepts
and ideas, just like playing a good board game!