26. Games

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In the previous chapter, we examined risky play, that is, what Ellen Sandseter breaks down into six categories: exploring heights, experiencing high speed, handling dangerous tools, being near dangerous elements (like water or fire), rough-and-tumble play (like wrestling), and wandering away from adult supervision. She believes they are innate behaviors in child development and encourages them to master challenges and overcome phobias.1 These are not likely to occur in a school setting but retreats conducted by professional outdoor education specialists and summer camps provide several risk challenges for children in multiple areas.

Though not considered risky, what about more structured play devices such as board and video games? Why are children attracted to them and what benefits are derived?

Board and video games

Dr. Silvia Bunge, a neuroscientist, obtained permission from the Oakland, California school district to coordinate seventy-five-minute after-school game sessions twice a week. The sample of children in the Bunge investigation came from a poor demographic with average IQ scores of ninety.

Bunge and her graduate students were trying to determine if reasoning ability would improve from a regimen of these activities using a standardized measuring instrument before and after eight weeks. Unexpectedly, the average reasoning score for the seventeen 7-9-year-olds (ten boys and seven girls) improved thirty-two percent!2

The group also enlisted another group of 7-9-year-olds (eight boys and three girls) in a similar time window to ascertain increments in an entirely different brain function: processing speed. That group's improvement after eight weeks went up twenty-seven percent.
So, what were these special activities that elicited such enormous gains in brain function? They were predominantly card, board, and video games! For the reasoning aspect, they used the card games "SET", "Push Hour", and "Qwirkle".  For the speed processing phase, they used the card games "Spoons" and "Speed" and the board games "Blink" and "Perfection".

The investigators were trying to ascertain if card, board, and video games would improve specific brain functions (reasoning and speed processing). While educators are more concerned about the mastery of content areas in our children, Bunge was triggering a different assortment of brain-related functions independently: reasoning and speed processing. Bunge concluded: 

"All parts of intelligence are malleable. They're all in the brain, and all of the brain shows plasticity".2

Several researchers have weighed in on the efficacy of old-fashion board game inclusion in the classroom and find them to be an effective means to transmit or review content. Could the Bunge result substantiate this claim?

Improving reasoning or speed processing in the brain many percentage points in just eight weeks is impressive using just board, card, and video games. Would the incorporation of such old-fashion amusements be a relevant tool in a classroom, that is, can cognitive development witnessed by the Bunge team occur in the major disciplines: mathematics, science, social studies, English, and world languages?

Board and video games affect behavior

We've all played board and card games, and from the educational perspective, note that they provide a level of engagement that enhances these important cognitive and social functions:3,4,5
·   Play by a set of rules and procedures.
·   Sustain concentration and develop attention span.
·   Derive enjoyment and thrill.
·   Cooperate with others by waiting for the next turn.
·   Retain information.
·   Strategize.
·   Communicate moves and intentions.
·   Make choices and take risks.
·   Perform a task to completion.
· Incorporate various levels in Bloom's taxonomy: Recall, Interpret, Implement, Analyze, Evaluate, Create

Though board games on the general market are not likely to teach factoring polynomials, they nevertheless touch base with the above list of skills. Educators would be pleased to have their charges manifest them in their classes. Play is natural for children because it stimulates the pleasure center in the brain through the release of dopamine, the neurotransmitter associated with keeping the person focused on a task to its completion.

The brain and games

Activation occurs at several levels in this study. For one, the interaction with classmates set off this process, and itself was a reward. Secondly, games provided immediate feedback as each move was made, and the anticipation of a reward sustained the dopamine release, which helped the children maintain attention. Along the way, the above-bulleted processes were incorporated, a win-win situation from an educator's perspective.

It is the same neurotransmitter progression through the brain that transpires when people compete in chess, play a musical instrument, complete a puzzle, or participate in a sport.
The routine of a teacher directing the flow of content through a lecture does not provide the rapidity of feedback like a game because the child is primarily using the auditory faculty as the information is voiced or written on the board, following the train of logic presented by the teacher. That in and of itself is not bad but is slow compared to a board game. The question is how much retention occurs when the balance of a classroom period, or a school day for that matter, focuses almost entirely on a teacher's vocal and chalk renderings?

For content to be meaningful it must not only be retained in the short-term, newly acquired, memory area of the brain (the hippocampus) but also linked to the content-relevant memory area, the patterns established in the prefrontal cortex, to have a context, to be understood, and of course retained.

The issue is the limitation of such a teaching style in the grand scheme in a school complex, because while some students are quite adept at making that connection many are not and retain only a fraction of the information presented.

Games in classrooms

The question arises: is it feasible for teachers to implement gaming in a class to facilitate content and maximize the benefits listed above?  Certainly, using any of the popular commercial board games (including "Scrabble", "Monopoly", "Risk", "Clue", and "Mastermind") should improve specific cognitive functions, but parents and administrators may not find them acceptable if that is the staple in a teacher's lessons. As I mentioned above, targeted cognitive skill development promotes the neurogenesis for designated skills practiced often with little carry over to other abilities. In the Bunge study, they were not relevant to most subjects in school, commercial board games that will not impact mastery of designated content areas in a teacher's curriculum. However, can the board games be content specific and serve a purpose in a course?

Many downloadable sites are available with a broad range of templates like the commercial games and can be edited to suit a teacher's needs. Some are content specific, too. Several teachers have modified the commercial games to their specific subject and posted them online for broad use.

The games can be adapted to use their pieces, cards, and board layouts to perform any number of tasks along with the rolling of dice or movement of an icon. In other words, the specific tasks associated with your course can be performed in a game format to move icons or accumulate items either by the prompts listed on the board or on a card. Here are tasks used routinely in classes but can be adapted to an aspect of a board game:
· State an answer to a question

· Solve a math problem
· Write one or more sentences using proper grammar.
· Evaluate a written piece.
· Multiple Choice
· Fill in the blank
· True or False


Early nurturance is crucial

If you believe that early nurturance is important for a child's overall brain develop…. you are correct. In fact, Martha Farah, director of the center for neuroscience and society at the University of Pennsylvania, considered the matter by doing a twenty-year study of sixty-four children. She examined surveys at various intervals of their home lives as well as brain scans at ages seventeen through nineteen. She looked at factors such as quantity of books in the home, toys that emphasized learning about colors, numbers, shapes, as well as musical instruments to compile a score of "parental nurturance". What did she conclude? 

Cognitive stimulation at age four was the major determinant in the development of the layer of gray matter in the cortex fifteen years later! The region most affected was semantic memory, processing word meanings, and general knowledge about the world. Moreover, the scans correlated thinner cortex with higher language comprehension. She, as many suspect, recognized sensitive periods in the early years that shape the overall development of a child's cognition.6

To educators

The Bunge team saw an incredible spike in reasoning and speed processing by simply allowing the Oakland children to play card and board games. Such increases occurred when those students were spending just twenty hours on games compared to one hundred sixty hours of classroom instruction. While these were, for the most part, not transferable skills between both areas, it proved that those targeted functions improved significantly. You can decide on the content and skill to be mastered when devising a game. Let dopamine do the rest.

Our current generation of students is immersed in a technology that lures them continuously. It has added the element of immediate gratification in the sphere of stimuli for children, and schools are contending with this wave of information management and attentiveness to rapid information flow of social media blurbs and texting. It is my opinion that educators should take advantage of the amusement quality of card, board, and video games since they validate students as competent strategists. How? Through continuous feedback, cooperation, attentiveness, and transference of knowledge. Build a collection over the years and have a tool that will stimulate greater assimilation of content and higher thinking skills.

The game format empowers children and coincides with what Frymier, Shulman, and Houser assert: “The more impact individuals believe they have, the more internal motivation they should feel, personal involvement and self-efficacy, [as well as] a more positive attitude toward the course content and instructor.”8

In addition, students have a better attention span after recess, particularly when it is an unstructured break. They "seem to facilitate school learning, as well as more general social competence and adjustment to school".7

To parents

Commercial board games may not have content relevance but are nevertheless excellent cognitive enhancers that carryover in other ways, particularly in the areas of concentration span, strategizing, cooperating, and taking risks. The expense is trivial when you consider the potential brain development that transpires. Do not hesitate to purchase more sophisticated games as your child becomes game-savvy. Enter them in tournaments in your area. Play with them, too.


References

1.     Kennair, L., Sandseter E., (2011). Children’s Risky Play from an Evolutionary Perspective: The Anti-Phobic Effects of Thrilling Experiences, Evolutionary Psychology, Volume 9(2).  257-284.
2.     Bunge, S., Mackey, Hill, Stone, (May 2011).  Differential effects of reasoning and speed training in children, Developmental Science, Volume 14, Issue 3, pages 582–590.
3.     Salies, T. G.  (2002).  Simulations/gaming in the EAP writing class: Benefits and drawbacks. Simulation & Gaming, 33(3), 316-329.
4.     Gobet, F, de Voogt, A., and Retschitzk, J., (2001). Moves in mind: The psychology of board games. Psychology Press.
5.     Franklin, S., Peat, M., and Lewis, A., (2003). Non-traditional interventions to stimulate discussion: the use of games and puzzles. Journal of Biological Science.
6.     Avants, B.A., Hackman, D.A., Betancourt, L.M., Lawson, G.M., Hurt, H. & Farah, M.J.  (2015).  Relation of Childhood Home Environment to Cortical Thickness in Late Adolescence: Specificity of Experience and Timing.  Public Library of Science One (PLoSOne), 10(10), e0138217.
7.     Anthony D. Pellegrini, A., Mahwah, N., L. Erlbaum, L., (2005). Recess: its role in education and development, Psychology Press.
8.     Frymier, A. B., Shulman, G. M., and Houser, M. (1996). The development of a learner empowerment measure. Communication Education, 45 (3), 181-199.