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Education (Lesson Planning Resources): Games

Accessing the Teacher Education Resource Center (TERC) and Imaginarium During Milne Library Closure

Overview of items in the TERC Collection                                                             

The TERC Collection is now available in Fraser Hall Library. It has children's and young adult books, dolls and puppets, toys and games, manipulatives, and more.

  • Users can browse the collection during the library's open hours and check-out materials at the Service Desk.
    • Items circulate for 30 days.
  • Users can learn how to search for TERC materials in GLOCAT in this tutorial video or handout.
  • Need help? Stop by the Research Help office and talk to a student concierge or Becky Leathersich, the education librarian.

The Imaginarium is now located in South Hall 243A. It is a creative space for students to work on projects, such as lesson plan materials. Supplies are limited; when possible, please bring your own construction paper, cardstock, and poster board.  

  • The Imaginarium is open by appointment only. Please contact education librarian Becky Leathersich (bleathersich@geneseo.edu). 

Why Use Games in the Classroom?

What are the benefits of using board games in the classroom?

  • Play is an important part of children's learning and development (NAEYC, 2017)
  • Games can enrich and extend instruction across the curriculum and at all levels (Harris, 2017)
  • Games are a regular part of students' lives, no matter what their grade level (Marzano, 2010)
  • Using academic games in the classroom is associated with a 20 percentile point gain in student achievement (Marzano, 2010)
  • Games are motivating and challenging
  • Games encourage students to interact and communicate

Harris, C. (2017). About. Retrieved June 29, 2017, from http://playplaylearn.com/about

Marzano, R. (2010). The art and science of teaching: Using games to enhance student achievement. Educational Leadership, 67(5), 71-72. Retrieved June 29, 2017, from http://www.ascd.org/publications/educational-leadership/feb10/vol67/num05/Using-Games-to-Enhance-Student-Achievement.aspx

NAEYC. (2017). Play and children's learning. Retrieved June 29, 2017, from http://www.naeyc.org/play

 

Web Resources

Books

Gaming by Bloom's Taxonomy

Bloom’s Taxonomy Skills Games
Evaluation Argue, assess, compare, judge, predict, support Chicago Express, Settlers of Catan, Chang Chen
Synthesis Arrange, collect, create, develop, manage, organize, plan Once upon a Time, Pandemic, Carcassonne, 1960 The Making of a President
Analysis Appraise, calculate, criticize, examine, question Bolide, Shadows Over Camelot 
Application Choose, illustrate, dramatize, solve, use Charades, Portrayal, Number League
Comprehension Classify, explain, locate, recognize, select Pictueka, Pictionary, Qwirkle, Lost Cities
Knowledge Memorize, define, arrange, list 10 Days in the USA/Europe, Ticket to Ride, This Day in History

Mayer, Brian, and Christopher Harris. "TABLE 2.1." Libraries Got Game: Aligned Learning through Modern Board Games. Chicago: American Library Association, 2010. 17. Print.

Games Found in Our Collection

Glocat logo

This is just a sampling of the board games we have in our collection. To search for more games, click here.

Standards Aligned to the Use of Board Games

Journal Articles

Attribution

Inspiration for this page comes from LaKeshia N. Darden's informative guide on Learning Through Inquiry: Makerspaces, Manipulatives, and Boardgames.