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5 - Physical Games

Published online by Cambridge University Press:  15 October 2021

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Summary

Not everyone is able to access the technology needed for playing digital games. It may be that we have a limited budget for our libraries. We may find our computers are not up to date and cannot run the latest software, the school broadband width is too slow for certain programs or that social media and other sites we wish to use for our games are blocked through stringent filtering. But games do not have to be based in the digital world to be effective.

Physical non-digital games do not require access to any complex technology but use everyday materials such an pens, paper, scrap and even the library space itself. They include book sorting, quizzes, board (table-top) games, treasure hunts and much more. Many are inexpensive, and they are easy to customise for the needs of our students or topics.

Non-digital games often incorporate verbal interaction, eye contact and body language, which contribute to the development of valuable social skills, along - side the content to be explored and learned through the game. Many games of this nature involve pairs or small groups of students, which we can use for team building and collaborative work too. Some games may even be language independent bringing together students whose native tongue is not English.

However, physical games are rarely ‘off the shelf’ and so take time and creativity to prepare. Because the game play is physical, a game with components may get damaged or pieces may be lost, rendering the whole game unusable. So, we should remain aware that constant use may require constant replacement and although less expensive than digital games, physical games take more care and management. We need to be vigilant about the time it takes to play the game. For younger students 20 minutes might suffice whereas for older teenagers the game could be played throughout the lesson. Nonetheless, some strategy games could take hours or even days and are only suitable as an ongoing breaktime or repeating club activity. For example, some librarians use jigsaws successfully, choosing them for educational content.

As in other types of educational game, the play must be based on strong learning objectives and outcomes.

Type
Chapter
Information
Playing Games in the School Library
Developing Game-Based Lessons and Using Gamification Concepts
, pp. 63 - 82
Publisher: Facet
Print publication year: 2021

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  • Physical Games
  • Sarah Pavey
  • Book: Playing Games in the School Library
  • Online publication: 15 October 2021
  • Chapter DOI: https://doi.org/10.29085/9781783305353.007
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  • Physical Games
  • Sarah Pavey
  • Book: Playing Games in the School Library
  • Online publication: 15 October 2021
  • Chapter DOI: https://doi.org/10.29085/9781783305353.007
Available formats
×

Save book to Google Drive

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Google Drive.

  • Physical Games
  • Sarah Pavey
  • Book: Playing Games in the School Library
  • Online publication: 15 October 2021
  • Chapter DOI: https://doi.org/10.29085/9781783305353.007
Available formats
×