Playing to Collaborate: Using Cooperative Board Games to Experience and Reflect on Collaboration in Upper Secondary Education

There is a growing interest among researchers in using board games for supporting learning in school contexts. Co-op board games is a relatively new and promising type of games, which seems well-suited for improving students’ collaboration skills. In this paper, we explore how two groups of Danish high school students interact when playing two different co-op games, The Mind and Forbidden Island, and how they reflect upon their shared game experiences. The data collection is based on video observations of group interaction and student interviews, which use stimulated video recall. In this way, we are able not only to describe the students’ perceived outcomes of the gaming activities, but also their in-game practices. Our data analysis is informed by microsociological perspectives (Goffman and Collins), which are used to map the group interaction rituals and social norms of the students’ gaming encounters. Based on the data analysis, we identify two analytical themes, which concern the students’ use of verbal and non-verbal communication practices as well as their socialisation processes. The findings suggest that co-op games may be used as a valuable educational tool for qualifying high school students’ collaboration skills as well as strengthening their group relations. The students especially valued playing The Mind, which they tried playing for multiple game rounds. Based on these findings, we discuss recommendations for the further use and study of co-op board games in educational settings.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2024-10-07
DOI
https://doi.org/10.34190/ecgbl.18.1.2895
Citations
2
Primary Topic
Innovative Teaching and Learning Methods
Type
article
Field-Weighted Citation Impact
2.11
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article

Playing to Collaborate: Using Cooperative Board Games to Experience and Reflect on Collaboration in Upper Secondary Education

Thorkild Hanghøj, Jonatan Kolding Karnøe
2 citations
European Conference on Games Based Learning
Innovative Teaching and Learning Methods
2.11
article

Playing to Collaborate: Using Cooperative Board Games to Experience and Reflect on Collaboration in Upper Secondary Education

Thorkild Hanghøj, Jonatan Kolding Karnøe
article en
2 citations

Abstract

There is a growing interest among researchers in using board games for supporting learning in school contexts. Co-op board games is a relatively new and promising type of games, which seems well-suited for improving students’ collaboration skills. In this paper, we explore how two groups of Danish high school students interact when playing two different co-op games, The Mind and Forbidden Island, and how they reflect upon their shared game experiences. The data collection is based on video observations of group interaction and student interviews, which use stimulated video recall. In this way, we are able not only to describe the students’ perceived outcomes of the gaming activities, but also their in-game practices. Our data analysis is informed by microsociological perspectives (Goffman and Collins), which are used to map the group interaction rituals and social norms of the students’ gaming encounters. Based on the data analysis, we identify two analytical themes, which concern the students’ use of verbal and non-verbal communication practices as well as their socialisation processes. The findings suggest that co-op games may be used as a valuable educational tool for qualifying high school students’ collaboration skills as well as strengthening their group relations. The students especially valued playing The Mind, which they tried playing for multiple game rounds. Based on these findings, we discuss recommendations for the further use and study of co-op board games in educational settings.

European Conference on Games Based LearningVol. 18(1)
Aalborg University (DK)
Quality Education
Openalex Percentile: Top 15%
Innovative Teaching and Learning Methods
2.11
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