• Direct links between board games and curriculum • Suggestions for building a core collection to serve all grade levels • Strategies for program development and implementation From promoting the idea to teachers and administrators to aligning specific games to state and national education standards, this book will help you build a strong collection that speaks to enhanced learning and social development and is just plain fun. Libraries Got Game T he high-profile topic of gaming in libraries gets thorough consideration from two educator-librarians, who explain exactly how designer board games—which are worlds apart from games produced strictly for the educational market—can become curricular staples for students of all ages. Drawing on their experience as game aficionados and developers of a nationally recognized program that brings games to school library media centers, the authors equip colleagues with everything they need to initiate a board game project with Libraries Got Game Aligned Learning through Modern Board Games Also visit the book’s website: www.ala.org/editions/extras/mayer10092. mayer/harris You may also be interested in NEW N THE JOB A SCHOOL LIB MEDIA SPECIARARY GUIDE TO SUCCLIST’S ESS Ruth Toor and Hilda K. Weisburg www.alastore.ala.org American Library Association 50 East Huron Street Chicago, IL 60611 ALA 1-866-SHOP ALA (1-866-746-7252) www.alastore.ala.org Brian Mayer & Christopher Harris Brian Mayer is a library technology specialist for Genesee Valley BOCES, an educational services agency that supports the libraries of twenty-two small, rural districts in western New York, as well as an independent library consultant on gaming in libraries. His focus is on modern board games and putting authentic games into educational settings to engage students with the curriculum. He has been instrumental in the growth of designer games as educational resources and has written several documents aligning games with national and state standards. He is the author of many articles on gaming in libraries and writes on the subject in his blog Library Gamer (http://librarygamer.wordpress.com). Mayer earned his elementary teaching certification at Buffalo State and his MLS at the University of Buffalo. Christopher Harris, author of the blog Infomancy, is the coordinator of the school library system for Genesee Valley BOCES. In addition to his writing on Infomancy, he is a regular technology columnist for School Library Journal, talking about “The Next Big Thing.” Along with Andy Austin, Harris wrote an ALA TechSource Library Technology Reports issue on using the open source Drupal content management framework in libraries, which was published in 2008. He was a participant in the first ALA Emerging Leaders program in 2007 and was honored as a Library Journal Mover and Shaker in 2008. An avid gamer, Harris was a member of the ALA/Verizon Foundation Gaming and Literacies grant national panel of experts. While extensive effort has gone into ensuring the reliability of information appearing in this book, the publisher makes no warranty, express or implied, on the accuracy or reliability of the information, and does not assume and hereby disclaims any liability to any person for any loss or damage caused by errors or omissions in this publication. The paper used in this publication meets the minimum requirements of American National Standard for Information Sciences—Permanence of Paper for Printed Library Materials, ANSI Z39.48-1992. Library of Congress Cataloging-in-Publication Data Mayer, Brian. Libraries got game : aligned learning through modern board games / Brian Mayer and Christopher Harris. p. cm. Includes bibliographical references and index. ISBN 978-0-8389-1009-2 (alk. paper) 1. Libraries—Special collections—Board games. 2. Board games. 3. School libraries—Activity programs—United States. I. Harris, Christopher, 1977– II. Title. Z692.B63M39 2010 025.2896—dc22 2009026839 Copyright © 2010 by the American Library Association. All rights reserved except those which may be granted by Sections 107 and 108 of the Copyright Revision Act of 1976. ISBN-13: 978-0-8389-1009-2 Printed in the United States of America 14 13 12 11 10 54321 Contents Acknowledgments vii Part IReintroducing Board Games Chapter 1Designer Games Chapter 2 Why Games Matter Chapter 3Redefining Resources Part II Games for Twenty-First-Century Learners Chapter 4Library and Information Skills Chapter 5Alignment with State and National Curriculum Standards Part III 25 47 Games in School Libraries Chapter 6The Genesee Valley Model Chapter 7Starting a Game Collection Part IV 3 11 20 65 74 Great Games for School Libraries Chapter 8Top Recommended Games for Elementary School: Pre-K through Grade 5 Chapter 9Top Recommended Games for Middle School: Grades 6–8 Chapter 10Top Recommended Games for High School: Grades 9–12 83 92 102 Glossary of Designer Board Game Terminology 113 List of Games Discussed 117 List of Game Publishers 125 Index 129 Additional material can be found on the book’s website, at www.ala.org/editions/extras/mayer10092. Look for website material wherever you see this symbol. v Designer Games T here is a rich history of board games in American culture. We seem to share fond memories of childhood games like Chutes and Ladders and an overwhelming drive to create a version of Monopoly for every possible theme. Put all of that aside, however, as none of it helps explain the types of games discussed in this book. Here we will talk about modern board and card games either directly descended from or inspired by a wave of European imports. As will be seen, these modern games bear little resemblance to the traditional American style of games involving rolling dice, moving a pawn, and seeing what happens on the square where you land. There are many names for modern board games. To describe their style (not their place of origin), they are sometimes referred to as Eurogames or European-style board games. This acknowledges the game design renaissance in Germany that led to the recent surge in modern games. These new board games are also called designer games. Unlike older games, modern board games usually feature the name of the game designer on the box cover. Just like readers follow authors, gamers will follow game designers who may create games with multiple publishers. Throughout this book, we will use the term designer games, which also includes card games that don’t use a board. The use of the term also emphasizes the important work of the master game designers who create these excellent resources for school libraries. What Makes Designer Games Different Think about the rules for the iconic American board games like Chutes and Ladders, Candy Land, Monopoly, Sorry!, or Life. In all of these, the primary mechanic for game play is rolling dice and moving the number of spaces shown on the dice. Based on the square where the player’s pawn lands, something happens. This simple mechanic makes for easily learned 3 4 Reintroducing Board Games games but does not provide much in the way of intellectual engagement with the game play. Though there are some financial decisions to be made in Monopoly, all of those decision-making opportunities are established by the rolling of dice. Luck trumps every other mechanic in these games. Though many still include an element of luck, designer games are more often built around a series of shared characteristics. Information-Rich Environment While risking everything on a roll of the dice can be exhilarating, it does not offer much in the way of long-term engagement and repeat play value. Recognizing this, modern game designers present a range of options spaced along a continuum defined on either end by chance and strategy. Examples of these two extremes can be seen in traditional games like war and chess. In the first, players randomly compare two cards from dealt decks; there is no opportunity for strategy, as the cards are randomly distributed and randomly drawn for comparison. On the other hand, chess is what is called a perfect information game. Both players have access to the same information about the current state of the game and all potential moves are known at all times. Games of pure chance can grow boring because there is no opportunity for improvement, while improvement in games of pure strategy can require a huge commitment to studying and mastering the actions and reactions found in established styles of play. There are passionate supporters of both extremes, but most casual game players are looking for something in the middle. There are designer games available to accommodate many different levels of chance and strategy across a wide variety of genres. For example, players can choose between two racing games, Formula D and Bolide, for a game that meets their preferred style. In Formula D, players make strategic decisions as they shift up and down through gears to navigate the track. Movement of each player’s car token is determined through the roll of a die for each gear; third gear, for example, is represented by an eightsided die with the sides showing four, five, six, six, seven, seven, eight, and eight. This means that statistically you are much more likely to move six, seven, or eight spaces than the minimum of four, but the strong element of chance means a roll of four can lead to a drastic loss of position on the track. In comparison, Bolide provides a near-perfect information environment where players use vector movement rules to select each move. Instead of rolling dice, players use a momentum marker to determine their range of possible moves based on their current vector of motion. A car can be pushed as fast as desired, but a player’s understanding of physics and Newton’s laws will quickly be revealed as cars drift into corners with too much sideways momentum. Chance only enters the game in a few situations such as dice rolls to determine a fast, normal, or slow start or to resolve possible collisions between two cars. It is also important to note Designer Games 5 that the use of chance in these situations is a natural manifestation of the theme. Tires catch during a start, or a driver may execute a last-minute steering maneuver to narrowly avoid a crash. Rolling dice creates excitement that matches the theme without overwhelming the need for skill. For schools and libraries, the continuum defined by chance and strategy probably has the most impact on how the game approaches the use of information. If Formula D had players roll simple six-sided dice with an equal chance for each number one through six, then there would be no need to process any information as the outcome would be decided purely by chance. Compared to mainstream American games, Formula D introduces a higher level of information processing by requiring statistical analysis to select a gear with a certain die roll range. Bolide demands a high level of information processing as players must constantly plan ahead for speed increases and decreases to address shifting vectors of momentum. Another way to look at these differences is to consider the role of chance in these games as a stand-in for knowledge. Instead of chance, Bolide requires an advanced understanding of physics, while Formula D uses the chance roll of a die instead of vector calculations. Therefore, the chance/strategy continuum in many cases can also be seen as a complexity continuum that defines the level of background knowledge and information processing required by a game. Open-Ended Decisions Another characteristic that is especially prominent in designer games with a strong use of strategy is complex decision making. Along with a high level of information, many games present players with a more openended play environment. Each turn in Puerto Rico, players select the role they want to take as they develop plantations and other buildings on their island. As with Bolide, Puerto Rico is a perfect information game dominated by strategy; the only thing left to chance is selecting the types of plantation crops available for development each round. Unlike the singular method of winning found in Bolide, however, Puerto Rico presents a rich selection of opportunities for success. As with real-world markets, some players in Puerto Rico will profit by growing and selling crops, while others will focus on building valuable real estate. The large number of possible building combinations, along with imposed scarcity for each building type, forces players to be flexible. Successful strategies have emerged, but players can experiment with new ways of interacting with the game and with new strategies. As will be seen later, the open nature of many designer games is one of the characteristics that makes them especially powerful in schools and libraries. When players are making complex decisions, they have to process more information and use higher-order thinking skills. This use of information literacy skills is the foundation upon which game/curriculum 6 Reintroducing Board Games alignments can be developed. Puerto Rico forces players to investigate a constantly shifting game environment, use an inquiry-like process of considering options, and evaluate both their game play and the play of others. Contrast this to the decision making and information processing in a game like Monopoly, where rolling dice and moving a pawn leads to one of the few decisions in the game: to buy the property or not. End-Game Scoring Many designer games are created to engage players in a shared community of play that allows for ongoing development. In most cases, these games are not a race to eliminate players so that the last player surviving can be named the winner, as is found in so many traditional American games. Instead, designer games tend to feature end-game scoring based on victory points gained through the completion of goals or gathering of resources. This means that players can be part of the game play throughout the game, as opposed to being forced to withdraw from the experience to sit as spectators on the sidelines. In a school or library setting, those players who were eliminated early present a challenge: Will their being removed from the game create a disruption when they are left with nothing to do? Ticket to Ride is a train game often used as a gateway game—an accessible game that serves as an introduction to designer games. In this game, players work to build train routes across America that connect cities and meet individual goals. Throughout the game, points are scored on a track around the edge of the board—an increasingly common feature in many designer games—but the real victor may not emerge until the hidden objective cards are revealed at the end of the game. Even if a player feels she might not be in the running to win, she can still have a huge impact on the outcome of the game by completing critical train routes to block other players. Unlike elimination-style games, designer games that use an endof-game scoring mechanic like this can keep everyone engaged, reducing the potential for disruptions from disengaged (and perhaps even disheartened) participants, and also facilitating moving groups through a series of games as a cohesive unit. Balancing the Theme The most complex feature of many designer games is an intricate interplay between mechanics and theme. There are a number of common game mechanics—the process by which game play proceeds—found in designer games. Designers often use theme (the setting, characters, and general concept behind a game that establish a purpose for playing) to create a unique game that extends the mechanics to new levels. Some games achieve a harmonious balance of mechanics and theme, but often there is one attribute that is more dominant. This does not diminish the game in Designer Games 7 any way and is actually the source of many strong alignments to content area standards. At first glance, Oregon is a game that offers a very strong westward expansion theme. Players establish communities in Oregon by taking turns placing building tiles and people in groups on the board. The thematic links to a social studies curriculum are, however, tenuous at best. There is no in-depth consideration of why people are moving to Oregon or why communities form where they do. Oregon, it turns out, is a math game. Tiles are placed on the board by collecting sets of cards that match symbols along the sides of the board. By playing two cards, players define a pair of Cartesian coordinates where tiles can be placed. This mechanic is certainly not the primary selling point of the game from the publisher’s standpoint, though it does make the game well suited for use in schools and libraries. Even though Oregon may not be selected for use in a school library on account of its theme, that theme is still a critical part of the game. The theme creates a context for play that helps explain the rules. One of the more powerful building tiles in the game is the train station; playing this tile is naturally limited to map spaces that have train tracks. By providing thematic support for rules or play mechanics, designers invite players further into the experience of playing the game. This immersion is what makes games such a powerful tool for learning. Unlike a so-called educational game that might have been designed to teach Cartesian coordinates, Oregon was designed for strong play value within a richly themed environment that just happens to use Cartesian coordinate mapping as a mechanic. Game Mechanics Given the complexity of many designer games, it helps that they often make use of common mechanics; this makes it easier for players to learn new games. Schools and libraries can use this as a scaffold to prepare students for more complex games. Roll-and-Move. Though certainly not as common a mechanic as in traditional American board games, there are still designer games that use dice to control movement. The difference is that the designer games often give players a higher level of control over either the dice being rolled or what happens as a result of the roll. Based on the results on two regular six-sided dice, players in Enchanted Forest can move in any direction in any combination of the two results (four forward, complete an action, five backward, for example). Open Movement. Some games remove the dice completely in favor of movement points or action points that may be used to move or complete 8 Reintroducing Board Games other actions. This gives the player a much higher level of control over his character in the game. This point is illustrated by comparing two different dungeon-crawling role-playing games: The traditional American game Talisman has players roll a die, trying to get the one number needed to land on the spot that allows them to move forward in the game. Such a high level of chance introduces a great deal of frustration as players bounce back and forth around the one spot they need to hit. In contrast, Prophecy is a designer game that uses open movement to give players control over the game. Players can move one space in either direction for free, pay coins for a horse to move two spaces, pay a few more coins to take a ship from one port to another, or even use coins to travel through portals. Worker Placement. Another common mechanic found in designer games is worker placement. For example, in Stone Age, a worker placement game that uses a strong element of chance to re-create the struggles of an early tribe to gather resources and thrive, players are not moving around a board. Instead, players are placing pawns into certain areas on the board to receive benefits during a resolution phase, thus the concept of worker placement. In this case, small wooden figures representing the members of a Stone Age tribe can be assigned to various gathering tasks that can result in food or other resources. This style of game tends to focus on resource management. Not only must players plan ahead to receive maximum benefit from their limited supply of workers, but in most cases those workers are also producing goods that will be applied in various combinations for victory points. Stone Age’s workers gather resources that can be turned in for special victory cards. At the same time, however, some workers will always need to be tasked with gathering the food required to sustain the tribe each turn. In addition to resource management, worker placement games also tend to feature higher requirements for time management. There are many more things in Stone Age that you will want (or even need!) to do than can be done in either a turn or the whole game. The placement of every worker ends up being more precious than expected. Simultaneous Action. RoboRally is a chaotically fun game that teaches rudimentary programming as up to seven players simultaneously move their robots around the board. Games that use this mechanic are great for large groups, as it minimizes the downtime that comes with a player waiting for her next turn. In order to work, this mechanic also often requires a higher level of conversation between players. Not all games with this mechanic go to the extreme of RoboRally. Many designer games use some aspect of this by involving players in actions, reactions, and decisions during other players’ turns. Designer Games 9 Role Selection. One way that some games implement simultaneous action is through the selection and resolution of roles. San Juan, a card game based on Puerto Rico, has players select roles in order to build, produce, or sell goods. Each round, every player has a chance to select a role from the available roles. All the players get to use that role, but the player who selected the role gets a bonus ability. This keeps everyone involved in simultaneous action but provides a more structured environment. The simplicity of San Juan also makes it a great scaffolding game to prepare students for the much more complex Puerto Rico. Games that use role selection can be more open-ended in their play style. Despite the openness, or perhaps because of it, in many games using this mechanic there will often be a mathematically best choice of role for each player in a round to take. Just as in the almost scripted play of very high-level chess, there can be a game choice that will maximize profit and opportunities for victory while minimizing benefits for other players. Mixing players of different skill levels for role selection games is a potential source of problems. More experienced players can become frustrated as new players make less-than-optimal choices of role. Cooperative Play. One way to accommodate players with different skill levels is to create a more casual, less competitive play environment using games that feature cooperative play. In this style of game, players are working together as a team against the game itself. Cooperative games range from very simple games for three-year-olds up to games that will provide a strong challenge for the most veteran players. This mechanic demands conversation, so don’t plan to use cooperative games in a quiet space. On the other hand, the forced communication makes these games a great resource for speech therapy or English-language-learning classes. Depending on the desired outcome or group dynamics, it is important to note that there are two main subgroups of cooperative games: true cooperatives and traitor-based games. As a true cooperative game for very young children, Max helps preschool-age children learn to work together toward a common goal. Players take turns rolling two dice with green and black dots on them. For each green dot rolled, that player moves one of the woodland creatures in the game closer to safety; for each black dot rolled, Max the cat creeps closer to the small creatures. The group needs to talk about which animal is the best to move, as they are all working together to control all of the animals. Sometimes, when the creatures are in immediate danger, players will need to not roll and instead use their turn to call Max back to the house for a treat. This can be a hard sacrifice for a very young child to make in that they are giving up their turn for the good of all. To see the real power of cooperative games, try playing Max as a competitive game where three players are each controlling one of the 10 Reintroducing Board Games creatures. The conversation around the board immediately changes and a much darker tone sets in. Players are unwilling to sacrifice a turn to call Max back to save a competitor and so animals that lag behind due to bad dice rolls can quickly be eliminated. Traitor-based cooperative games introduce some elements of competition while also maintaining the group play aspect of the cooperative mechanic. In some games, there is a chance that one or more players might be a traitor, while other games are designed so that at least one player in the group will definitely be a traitor. Battlestar Galactica ensures that someone will be a traitor, but that person may not find out that he is the traitor until halfway through the game. The inclusion of a traitor makes this already complex and engaging cooperative game even more compelling. The tension of working within a team knowing that someone is (or at least will be) a traitor can be quite appealing. It must be understood, however, that the traitor mechanic can reduce otherwise cooperative games into paranoid grabs for power as players struggle to trust anyone besides themselves. As this is a temporary game environment, the potential for interpersonal conflict is not necessarily something that removes a game from consideration. Simply be aware that not all cooperative games are as focused on team building; games with traitors can include a period of suspicion until the traitors are identified and the team can begin working toward a common goal. Games for All Designer games provide rich and engaging play experiences that easily match the level of complexity found in video games. With a variety of mechanics going well beyond the traditional roll-and-move, designer games force players to explore, inquire, interpret, and act upon information gathered from many sources. Perhaps more important for schools and libraries, these games provide a more social environment where players are interacting or collaborating as they play. As will be seen later in this book, many of the games can be aligned with library and information literacy skills and state content standards. Through a combination of game mechanics that reinforce skills and themes that provide context for learning about content, designer games are a valuable resource libraries can provide to support instruction. The introduction of games into schools, however, demands a higher burden of proof to overcome the misconception that playing and learning are separate and distinct states of being. Index A Agricola game about, 117 authentic experiences, 13 real-world connections, 46 Alspach, Ted, 72 Amazon.com, 80 American Association of School Librarians, 71, 75–76 American Library Association, 74 Amun-Re game about, 92–93, 117 authenticity of game play, 75 building literacy skills, 51 game time considerations, 77 geography and, 56 identification of curriculum alignments, 76–77 ROI considerations, 78 social studies and, 52 story building in, 49 analysis (educational objective), 17 ancient civilizations, 52–53 Android game, 49, 117 Antike game about, 102–103, 117 social studies and, 53 story building in, 49 APE Games (game publisher), 125 Apples to Apples game, 15 application (educational objective), 17 area control, 113 Arthur Saves the Planet: One Step at a Time game, 61, 117 Asmodée Editions (game publisher), 125 Atlas Games (game publisher), 125 authentic experiences, 12–14 Avalon Hill (game publisher), 125 B Back Seat Drawing game, 51, 117 Bamboleo game, 60, 117 Battlestar Galactica game about, 103–104, 118 Bloom’s Taxonomy on, 17 evaluation of information, 35 story building in, 49 traitors and, 10 Bausack game, 60, 118 Beach, Ed, 70 Beck, John, 12, 67 Bent Castle Workshops (game publisher), 125 Bézier Games (game publisher), 125 Bloom’s Taxonomy of Educational Objectives, 17 Blue Orange Games (game publisher), 29, 125 Board Game Geek (website), 28 Bolide game about, 104–105, 118 Bloom’s Taxonomy on, 17 Genesee Valley model, 67, 71 physics in, 60 real-world connections, 46 vector motion, 4–5, 67 Borg, Richard, 79 Braincog, Inc. (game publisher), 125 Brass game, 54, 56, 118 Buffalo Games, Inc. (game publisher), 125 Burghardt, Gordon, 15 C Carcassonne game, 113, 115, 118 Career game, 55 Cartesian coordinates, 7, 67 CCGs (collectible card games), 79 129 130 Index chance versus strategy, 3–5 charades (game), 17 chess (game), 4, 9, 14, 38, 43, 71, 103, 114 Chicago Express game about, 37, 118 Bloom’s Taxonomy on, 17 economics and, 55 social studies and, 54 Citadels game, 17 Civilization IV game, 12 collaborative learning about, 39–42 cooperative games and, 43 real-world connections, 43–46 collectible card games (CCGs), 79 Colosseum game, 53, 118 comprehension (educational objective), 17 cooperative play about, 9–10 collaborative learning and, 43 defined, 113 social and life skills in, 16 story building in, 49 critical thinking in children, 16–18, 39 Crokinole game, 59 D Davidoff, Dimitry, 72 Days of Wonder (game publisher), 68, 125 designer games authentic experiences, 12–14 balancing themes, 6–7 defined, 3 end-game scoring, 6 higher-order thinking, 16–18, 39 information-rich environment, 4–5 linking play and instruction, 11–12 social and life skills, 15–16, 27–28 student engagement, 14–15 Devir US LLC (game publisher), 126 Diplomacy game, 36, 118 Double Shutter game, 58, 118 duck! duck! GO! game, 93–94, 118 Dungeons and Dragons game, 21 E economics, 55 educational objectives, Bloom’s taxonomy, 17 El Grande game, 113, 118 ELA (English and language arts), 48–51 electoral process. See 1960: The Making of the President game elementary school game recommendations, 83–91 Elkind, David, 11–12 Enchanted Forest game, 7, 119 English and language arts (ELA), 48–51 environmental science, 61 España 1936 game, 54, 119 Eurogames, 3 evaluation as educational objective, 17 of information, 34–36 Everything Bad Is Good for You (Johnson), 67 F Faidutti, Bruno, 72 Family Pastimes (game publisher), 126 Fantasy Flight Games (game publisher), 126 Ferti (game publisher), 126 Follett, Ken, 49 Formula D game, 4, 119 FRED Distribution (game publisher), 126 Froggy Boogie game, 83, 119 Funagain Games, 80 G game collections authenticity of game play, 74–75 developing, 74 game time considerations, 77 identification of curriculum alignments, 75–77 return on investment, 77–78 where to find games, 78–80 game masters, 79 game mechanics. See mechanics game publishers listed, 125–127 replacing missing pieces, 68–69 game specialty stores, 78–80 game time considerations, 70–71, 77 games. See designer games gateway games, 6, 113 Gee, James Paul, 67 Genesee Valley model about, 65 cost considerations, 65–66 game selection, 67–68 game usage, 69–71 level of buy-in, 66–67 missing pieces issue, 68–69 modifying game play, 70–71 professional development, 71–73 selection procedures, 74–80 The Genesis of Animal Play (Burghardt), 15 Gen42 Games (game publisher), 126 Genovese, Alfredo, 71 Index 131 geography, 55–56 Ghost Stories game, 49, 119 GMT Games (game publisher), 126 Gopher It! game, 84, 119 Got Game (Beck), 12, 67 Grand Theft Auto game, 21 Guitar Hero game, 15 H HABA USA (game publisher), 29, 126 Halo game, 21 Hamsterrolle game, 60, 119 Harris, Christopher, 65 Hastings Public Library (Nebraska), 20 Here I Stand game about, 119 Genesee Valley model, 70 social studies and, 54 Hey! That’s My Fish! game, 114, 119 high school game recommendations, 102–112 higher-order thinking, 16–18, 39, 51 Hive game, 119 I imperfect information, 36–37, 113–114 In the Country game, 84–85, 119 Incan Gold game about, 85–86, 119–120 authentic experiences in, 13 Genesee Valley model, 72 probability and, 58 information skills. See library and information skills inquiry skill, 28–32, 62 inventory sheets, 68 J Johnson, Steven, 67 K Knizia, Reiner, 75 knowledge background, 33–34 as educational objective, 17 L language independence, 114 learning standards aligning gaming with, 47–62 English and language arts, 47–51 identification of curriculum alignments, 75–77 library and information skills, 25–46 mathematics, 56–59 performance indicators, 76 science, 59–62 social studies, 52–56 LetterFlip game about, 94–95, 120 building literacy skills, 50 inquiry in, 62 library and information skills aligning, 28–39 background knowledge and growth, 33–34 collaborative learning, 39–46 evaluation of information, 34–36 information use, 36–39 informational implications of gaming, 25–26 inquiry skill, 28–32 long-term thinking, 16–18, 39 social implications of gaming, 26–28 time factor, 38 Library Game Lab (Syracuse University), 20 Life game, 55 life skills, 15–16 loaning games, 68–69 lone victor concept, 30 Looney Labs (game publisher), 126 Lord of the Rings game about, 120 real-world connections, 46 story building in, 49 Lost Cities game about, 120 Bloom’s Taxonomy on, 17 evaluation of information, 32 luck versus strategy, 3–5 M M Is for Mouse game, 50, 120 magnetism, 60–61 Manifest Destiny game, 46, 120 mash-up culture, 26 mathematics basic math skills, 57–58 games and, 56–57 number sense and value, 58–59 probability, 58 Max game about, 86–87, 120 Bloom’s Taxonomy on, 17 cooperative play in, 9–10, 16 132 Index Mayer, Brian, 65 Mayfair Games (game publisher), 126 mechanics conveying, 35 cooperative play, 9–10, 113 defined, 114 information use and, 37 inquiry skill, 29–30 open movement, 7–8 role selection, 9, 114–115 roll-and-move, 7 simultaneous action, 8–9, 115 themes versus, 6–7 worker placement, 8 Memoir ’44 game, 79, 120 middle school game recommendations, 92–101 miniatures gaming, 79 missing pieces, replacing, 68–69 Monopoly game basic math skills, 57 Bloom’s Taxonomy on, 17 decision making in, 6 economics and, 55 Moon, Alan, 68, 72 My Word! game, 15, 50 N Nanofictionary game about, 95–96, 120 story building in, 49 Nicholson, Scott, 20 1960: The Making of the President game about, 33, 105–106, 120 Bloom’s Taxonomy on, 17–18 Genesee Valley model, 67, 70 geography and, 56 social studies and, 52, 54 story building in, 49 No Child Left Behind Act, 47 North Star Games, LLC (game publisher), 126 Northern Liberty Library (Iowa), 20 Number Chase game about, 87–88, 121 as modeling situation, 32 number sense and value, 59 number sense, 58–59 Numbers League game about, 96–97, 121 basic math skills, 58 Bloom’s Taxonomy on, 17 Genesee Valley model, 70 identification of curriculum alignments, 76 missing pieces and, 68–69 O OCLC (Online Computer Library Center), 20 Once upon a Time game about, 106–107, 121 Bloom’s Taxonomy on, 17–18 story building in, 49 online purchasing, 80 open movement mechanics, 7–8 Orchard game, 121 Oregon game about, 97, 121 Cartesian coordinates and, 7, 67 theme usage in, 7 Out of the Box (game publisher), 126 P Pallace, Chris, 70, 76 Pandemic game about, 107–108, 121 story building in, 49 perfect information, 114 performance indicators, 76 Perikles game, 78 personal interaction skills, 15–16, 27–28 Pew Internet and American Life Project, 14 physics, 59–60 Pictureka game, 17 Pillars of the Earth game about, 121 real-world connections, 46 story building in, 49–50 PitchCar game, 59–60, 121 Playroom Entertainment (game publisher), 29, 127 Polarity game, 61, 121 Portrayal game about, 108–109, 121 Bloom’s Taxonomy on, 17 building literacy skills, 51 Power Grid game about, 44, 109–110, 122 economics and, 55 environmental science in, 61 “The Power of Play” (Elkind), 11–12 pressing your luck, 114 Preyer, William, 16–17 probability, 58 professional development, 71–73 Prophecy game, 49, 122 Puerto Rico game about, 122 Bloom’s Taxonomy on, 17 economics and, 55 evaluation of information, 35 role selection in, 9 pushing your luck, 114 Index 133 Q Quiddler game about, 88–89, 122 building literacy skills, 50 student engagement and, 15 R R and R Games, Inc. (game publisher), 127 Race for the Galaxy game, 46, 122 Ravensburger USA (game publisher), 127 resource management, 20–22, 114 return on investment (ROI), 77–78 Rio Grande Games (game publisher), 127 Risk game, 103 RoboRally game, 8, 122 ROI (return on investment), 77–78 role selection/role-playing collaborative learning and, 41 defined, 9, 114–115 as rule books, 79 story building in, 49 roll-and-move mechanics, 7 rule books, 79 S San Juan game, 9, 122 scalability, 115 school libraries elementary school game recommendations, 83–91 Genesee Valley model, 65–73 high school game recommendations, 102–112 middle school game recommendations, 92–101 redefining resources, 20–22 starting a game collection, 74–80 science environmental, 61 magnetism, 60–61 physics, 59–60 scientific method, 61–62 scientific method, 61–62 self-directed inquiry, 28–32 Set Enterprises, Inc. (game publisher), 127 Settlers of Catan game, 113, 122 7 Ate 9 game about, 89, 122 basic math skills, 57 Shadows over Camelot game about, 42, 98, 122 Bloom’s Taxonomy on, 17 social skills and, 16 story building in, 49 traitors in, 36 Shiver-Stone Castle game, 60–61, 122–123 Shut the Box game, 58–59 simulation games, 12–13 simultaneous action selection, 8–9, 115 social implications of gaming collaborative learning, 39–46 information processing, 26–27 personal interaction skills, 15–16, 27–28 social skills, 15–16, 27–28 social studies ancient civilizations, 52–53 economics, 55 geography, 55–56 history of the world, 53–54 Sorry! game, 17 standards. See learning standards Stone Age game about, 123 social studies and, 53–54 worker placement mechanics, 8 storytelling, 47–51 strategy chance/luck versus, 3–5 evaluation of information and, 35 student engagement, 14–15 The Suitcase Detectives (Kofferdetecktive) game about, 90, 123 inquiry in, 62 Sunriver Games LLC (game publisher), 127 synthesis (educational objective), 17 Syracuse University School of Information, 20 T Talisman game, 8, 123 “Teens, Video Games, and Civics” (Lenhart), 14 10 Days in . . . game series about, 91, 123 Bloom’s Taxonomy on, 17–18 geography and, 55–56 social studies and, 52 themes conveying, 35 defined, 115 information use and, 37 mechanics versus, 6–7 real-world connections, 43–46 Through the Ages game about, 110–111, 123 real-world connections, 46 social studies and, 54 Ticket to Ride game about, 31, 99, 113, 123 building literacy skills, 51 134 Index Ticket to Ride game (cont.) as gateway game, 6 geography and, 56 pieces in, 68 tile placement, 115 Time’s Up! Title Recall! game about, 123 real-world connections, 46 traditional American board games, 3–4 traitors collaborative learning and, 41 cooperative games and, 10 defined, 116 evaluation of information, 36 Tribune: Primus Inter Pares game about, 100–101, 123 social studies and, 53 story building in, 49 victory points in, 30 Trivial Pursuit game, 17 Tumblin-Dice game, 57–58, 123 24/7 the Game, 57, 123 Twilight Struggle game, 54, 124 U Ultimate Werewolf: Ultimate Edition game about, 111–112, 124 Genesee Valley model, 72 story building in, 50 V vector motion, 4–5, 67 Verizon Foundation game, 1 victory points, 30, 116 VisualEyes game, 101, 124 W Wallace, Martin, 78 Warfrog Games (game publisher), 127 Werewolves of Miller’s Hollow game, 72, 124 What Video Games Have to Teach Us about Learning and Literacy (Gee), 67 Wits and Wagers game, 46, 124 worker placement defined, 8, 116 example, 50 World of Warcraft: The Adventure Game about, 124 story building in, 49 student engagement in, 14 Wu, Harry, 37 Z Z-Man Games, Inc. (game publisher), 71, 127 Zoch Verlag (game publisher), 127 • Direct links between board games and curriculum • Suggestions for building a core collection to serve all grade levels • Strategies for program development and implementation From promoting the idea to teachers and administrators to aligning specific games to state and national education standards, this book will help you build a strong collection that speaks to enhanced learning and social development and is just plain fun. Libraries Got Game T he high-profile topic of gaming in libraries gets thorough consideration from two educator-librarians, who explain exactly how designer board games—which are worlds apart from games produced strictly for the educational market—can become curricular staples for students of all ages. Drawing on their experience as game aficionados and developers of a nationally recognized program that brings games to school library media centers, the authors equip colleagues with everything they need to initiate a board game project with Libraries Got Game Aligned Learning through Modern Board Games Also visit the book’s website: www.ala.org/editions/extras/mayer10092. mayer/harris You may also be interested in NEW N THE JOB A SCHOOL LIB MEDIA SPECIARARY GUIDE TO SUCCLIST’S ESS Ruth Toor and Hilda K. Weisburg www.alastore.ala.org American Library Association 50 East Huron Street Chicago, IL 60611 ALA 1-866-SHOP ALA (1-866-746-7252) www.alastore.ala.org Brian Mayer & Christopher Harris
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