Facilitating an Educational Board Game Jam: Analysing Different Game Design Strategies

Authors

  • Heidi Hautopp Research Lab: IT and Learning Design, Aalborg University, Copenhagen, Denmark
  • Thorkild Hanghøj Research Lab: IT and Learning Design, Aalborg University, Copenhagen, Denmark https://orcid.org/0000-0001-8053-8377
  • Vici Daphne Händel Research Lab: IT and Learning Design, Aalborg University, Copenhagen, Denmark https://orcid.org/0000-0003-2134-0517
  • Anders Simmelkiær Laraignou Danish School of Education, Aarhus University, Copenhagen, Denmark https://orcid.org/0009-0006-7888-7846
  • Erik Ottar Jensen Research Lab: IT and Learning Design, Aalborg University, Copenhagen, Denmark https://orcid.org/0000-0002-2998-0124
  • Peter Gundersen Research Lab: IT and Learning Design, Aalborg University, Copenhagen, Denmark

DOI:

https://doi.org/10.34190/ecgbl.17.1.1759

Keywords:

Board game jam, educational games, design thinking, facilitation, learning, collaboration

Abstract

There is a long tradition of using board games for educational purposes. Moreover, the growth of the game jam events where participants typically gather at physical locations with an aim of creating new games, has expanded over the last decades. This paper is based on an exploratory study, where we wanted to create a game jam for teachers, student teachers, facilitators, and consultants interested in designing and redesigning board games to enhance learning for different target groups. With a point of departure in design thinking, the game jam was framed through three phases: ideation, build a board, and playtesting. The participants were given the challenge of designing a board game incorporating co-op elements such as collaboration, problem-solving in teams, collective efforts towards a mutual enemy, etc. The game jam was held in a university college where the participants had access to a variety of materials such as pens, papers, cardboards, and discarded board games. The empirical data consisted of observations of participants, who were divided into groups of 2-4 persons based on their prior game experiences and game interests. The analysis presents preliminary findings in relation to the participants’ different strategies for developing board games. The empirical data showed how the groups struggled to balance simplicity vs. complexity in their designs in relation to both time frame and target group of their board games. The playtesting session fostered discussions around the essential game mechanics and elements of each board game prototype. Furthermore, the ongoing feedback and playtesting created a joyful and curious bridge between the groups. Based on the analysis, the paper presents a series of design principles aimed at facilitating educational board game jams. 

Author Biographies

Heidi Hautopp, Research Lab: IT and Learning Design, Aalborg University, Copenhagen, Denmark

Heidi Hautopp is an assistant professor at Research Lab: It and Learning Design, Aalborg University, Copenhagen, Denmark. Her research interests revolve around graphic and visual facilitation, design processes, play and educational games. She has a profound interest in teaching and educational development and is a founding member of the Board Game Collective.

Thorkild Hanghøj, Research Lab: IT and Learning Design, Aalborg University, Copenhagen, Denmark

Thorkild Hanghøj is a Professor of Games and Learning. He coordinates the KILD research group, Aalborg University, Copenhagen, and is also a founding member of the Board Game Collective. His work focuses on exploring links between games, dialogue, and literacies, as well as how to learn through designing games. 

Vici Daphne Händel, Research Lab: IT and Learning Design, Aalborg University, Copenhagen, Denmark

Vici Daphne Händel is a PhD research fellow at Research Lab: It and Learning Design, Aalborg University, Copenhagen, Denmark.  Her PhD project investigate student teachers embodied playful presence in teaching situations were playful learning, digital materials and physical activities are embedded. She is also a founding member of the Board Game Collective.

Anders Simmelkiær Laraignou, Danish School of Education, Aarhus University, Copenhagen, Denmark

Anders Simmelkiær Laraignou is a PhD student at Aarhus University and a founding member of the Board Game Collective. His research focuses on students’ engagement in interpreting literary fiction in the L1 classroom with a special interest in power relations, masculinity, dialogue and board game based learning. 

Erik Ottar Jensen, Research Lab: IT and Learning Design, Aalborg University, Copenhagen, Denmark

Erik Ottar Jensen is a PhD student at Aalborg University. His academic background is technology in educations with a focus on mathematics education. His main research interests are use of digital technologies, games, programming and design approaches in classroom teaching and dialogical approaches to learning. He is also a founding member of the Board Game Collective.

Peter Gundersen, Research Lab: IT and Learning Design, Aalborg University, Copenhagen, Denmark

Peter Gundersen, senior Lecturer and PhD is an expert in Design-based research approaches within the field of education. He has led and worked on numerous research projects focused on developing digital solutions in educational contexts through interventionist research. He is also a founding member of the Board Game Collective.

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Published

2023-09-29