The pragmatics of board games in K-12 science classrooms

Chris Quintana, Rebecca M. Quintana, Leah Bricker

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Scopus citations

Abstract

As board games are emerging as an option for learning environments, we are exploring a framework to analyze board game syntax, semantics, and pragmatics. Our approach connects game characteristics to science content and learning goals, and describes student meaning making—and potential misinterpretation—of game attributes, all to inform the development of support materials for games to help teachers effectively take advantage of a growing number of commercially available, science-themed board games as learning tools.

Original languageEnglish (US)
Title of host publication14th International Conference of the Learning Sciences
Subtitle of host publicationThe Interdisciplinarity of the Learning Sciences, ICLS 2020 - Conference Proceedings
EditorsMelissa Gresalfi, Ilana Seidel Horn
PublisherInternational Society of the Learning Sciences (ISLS)
Pages1809-1810
Number of pages2
ISBN (Electronic)9781732467279
StatePublished - 2020
Event14th International Conference of the Learning Sciences: The Interdisciplinarity of the Learning Sciences, ICLS 2020 - Nashville, United States
Duration: Jun 19 2020Jun 23 2020

Publication series

NameComputer-Supported Collaborative Learning Conference, CSCL
Volume3
ISSN (Print)1573-4552

Conference

Conference14th International Conference of the Learning Sciences: The Interdisciplinarity of the Learning Sciences, ICLS 2020
Country/TerritoryUnited States
CityNashville
Period6/19/206/23/20

ASJC Scopus subject areas

  • Human-Computer Interaction
  • Education

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