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ERIC Number: EJ1136315
Record Type: Journal
Publication Date: 2017
Pages: 10
Abstractor: ERIC
ISSN: ISSN-1094-9046
Engaging Students in the Library through Tabletop Gaming
Alvarez, Vivian
Knowledge Quest, v45 n4 p40-49 Mar-Apr 2017
Besides being a social experience, tabletop games can serve as intrinsic educational tools that tap into students' needs and interests, inspiring them to find motivation in applying new knowledge to their academic work. Why? Because, as with school, every game has a very specific set of rules by which participants must abide. Experiences with analog games are reflective of players' abilities, and how they apply their knowledge directly influences their chances of winning. The goal is for students to adapt these learned skills and dispositions, and then apply them to their education, extracurricular programs, and social lives. Although many traditional games, such as Monopoly, rely mostly on a luck mechanism, newer games such as Agricola and Dominion, rely more on player agency, have become more prevalent, and are more representative of modern tabletop games being introduced in libraries. Not only have modern tabletop games proven more engaging than many of the older games, but they also have proven to leave fewer feelings of resentment or discouragement if gaming outcomes are not favorable. In fact, students leave the table strategizing better outcomes and looking forward to the next challenge. The purpose of engaging students in analog learning experiences is not to lure students away from digital media but to foster students' awareness of the habits formed by both analog and digital activities.
American Association of School Librarians. Available from: American Library Association. 50 East Huron Street, Chicago, IL 60611. Tel: 1-800-545-2433; Web site:
Publication Type: Journal Articles; Reports - Descriptive
Education Level: N/A
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A