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Learning Through Redesigning a Game in the STEM Classroom

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  • Farzan Baradaran Rahimi
  • Beaumie Kim

Abstract

Background Play is an important part of the childhood. The learning potential of playing and creating non-digital games, like tabletop games, however, has not been fully explored. Aim The study discussed in this paper identified a range of activities through which learners redesigned a mathematics-oriented tabletop game to develop their ideas and competencies in an integrated STEM (science, technology, engineering, and mathematics) class. Method Third and fourth graders worked as teams to make changes on Triominos over a period of six weeks. Considering what could be changed from the original game, each group provided a different design for Triominos to accommodate the changes introduced. We gathered data through weekly observations of two classes (about 45 learners, ranging from age eight to ten) in a west-Canada school. In this paper, we present the works of three groups of three teammates. Results We found that any change made by learners not only influenced mechanics, dynamics, and aesthetics of the game but also helped engage learners, encourage unconventional ideas, promote learning, and solve problems. Based on our findings, we suggest redesigning games facilitated learners deepen their understanding of mathematical concepts as part of a designed game system in STEM classes.

Suggested Citation

  • Farzan Baradaran Rahimi & Beaumie Kim, 2021. "Learning Through Redesigning a Game in the STEM Classroom," Simulation & Gaming, , vol. 52(6), pages 753-774, December.
  • Handle: RePEc:sae:simgam:v:52:y:2021:i:6:p:753-774
    DOI: 10.1177/10468781211039260
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    References listed on IDEAS

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    1. Mikael Mattlin, 2018. "Adapting the DIPLOMACY Board Game Concept for 21st Century International Relations Teaching," Simulation & Gaming, , vol. 49(6), pages 735-750, December.
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