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"Tabletop Games and 21st Century Skill Practice in the Undergraduate Classroom"

Hayse, Mark
Teaching Theology and Religion 21, no. 4 (2018): 288-302
BL41.T4 v.21 no. 4
Topics: Student Learning Goals   |   Constructivist & Active Learning Theory

Additional Info:
In the undergraduate classroom, tabletop games can aid both teaching and learning – especially when accompanied by debriefing exercises following gameplay. In particular, tabletop games enable undergraduate learners to practice the 21st century skills of collaboration, communication, and critical thinking. This qualitative study examines three cases from the disciplines of practical theology, systematic theology, and history, utilizing the methods of classroom video recordings, written assessments from students and professors, and student debriefing exercises. In this study, undergraduate students (n = 46) and undergraduate professors (n = 3) reflect upon and self‐report their experience playing tabletop games in the classroom. Students and professors report that tabletop gameplay appears to intensify active learning, classroom engagement, and student motivation – a powerful blend for the retention of course content.
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