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GTM #207 - Games Are Fun-damental!
by Laurie Menke

Did you know there is a scientific journal titled The International Journal of Game-Based Learning? This journal exists because educational researchers know that games and education go hand-in-hand.  Whether the student is a kindergartener learning shapes and colors, a fourth-grader practicing math facts, a middle schooler practicing creative writing, a high schooler discussing the history of the U.S., or a college-goer learning a foreign language, games can help.

It’s well documented that students learn better, retain more for longer periods of time, and develop improved attitudes toward the subject matter when they’re active and having fun. Games are highly motivational and are an excellent way to ensure that learners are deeply engaged in the content and using their new skills and knowledge in a meaningful context (as opposed to drills and worksheets).

Not only are games great teaching tools, but they have the added benefit of building stronger brains in the process. Playing games twice a week has been found to increase processing speed by 27%. Research also shows that playing games strengthens the hippocampus and prefrontal cortex, the areas of the brain responsible for complex thought and memory formation.

Games also strengthen social and overall coping skills. When students play games, they learn to take turns, be patient, work together as teams, discuss differing ideas, and be creative, inquisitive, and persistent. They also learn how to follow the rules and increase their attention spans. Games increase overall happiness and promote empathy, compassion, and trust. When families play games together, children experience higher self-esteem and better grades in school, and are less likely to gravitate towards alcohol or do drugs. In short, playing games helps create successful human beings, and that success follows students all the way into adulthood.

Games are also great for a variety of special needs groups. Educators and therapists have reported many ways that they use games. Teachers of English language learners report that games help their students make friends while learning crucial instructional language, basic vocabulary, and grammar. Social skills therapists use games to help students with Asperger’s Syndrome practice turn taking, conversing about other peoples’ interests, and dealing with change in a fun and social environment. Occupational therapists use games to help students strengthen their fine and gross motor abilities. Speech language therapists report using games to help students build phonemic awareness, practice difficult speech sounds, and build language and comprehension skills. Here at Looney Labs, we were excited to hear that educators who work with foster children find our game Fluxx to be especially useful in helping these kids deal with change.

But, not all games are created equally. To be effective teaching tools, games need to meet a few criteria. First, they should involve all learners for as much of the time as possible. No long down times between turns. Next, if they are to teach a specific topic, they need to narrowly focus on that topic. Finally, effective teaching games provide enough repetition of content to ensure strong retention.  Looney Labs publishes numerous games that meet these criteria, and has recently launched an educational webpage and catalog to showcase those offerings.

Finally, remember that games aren’t only beneficial for kids. Playing games has been found to reduce the chance of developing dementia by up to 63%. Game playing also alleviates stress, reduces blood pressure, and improves the immune system, all while building stronger ties with family and friends. Also, playing tabletop games before bedtime gets you away from screens, which leads to better sleep and overall health.

Games are a wonderful gift that can last a lifetime.

For a listing of Looney Labs’ educational games and further discussion of the benefits of gaming, please visit looneylabs.com/edu.

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Laurie Menke was an educator for more than thirty years before coming to work for Looney Labs. She frequently used Looney Labs games to teach her students and can attest first-hand to their effectiveness.