The Guidelines for Developing Board Game to Promote Effective STEAM Instruction Design and Educational Board Game Design Canvas

Authors

  • Nutcha Charoenchanakit Chulalongkorn University
  • Soamshine Boonyananta Chulalongkorn University

DOI:

https://doi.org/10.14456/educu.2022.35

Keywords:

board game, educational board game, STEAM education

Abstract

This research aimed to 1) study the guidelines for developing board game to promote effective STEAM instruction design and 2) develop an educational board game design canvas. The samples were 15 board game products. The instruments used in this research were 1) matrix analysis, 2) image scale, and 3) a board game design process analysis table. Data were analyzed by using descriptive statistics and content analysis, and then used to synthesize the results as follows. 1) the guidelines for developing board game to promote effective STEAM instruction design. The board game should promote the development of all 4C skills, which consist of critical thinking, communication, collaboration, and creativity, especially critical thinking and creativity skills. The optimal duration for the game is 60-90 minutes, and the ideal number of players should be more than 4 players. The product position in the image scale should be between Group 2 "skill building" and Group 4 "collaborate to solve problems". 2) The educational board game design canvas can be divided into components as follows: 1) "Research" includes 1.1) content 1.2) concept 1.3) players 1.4) market research 1.5) player experience. 2) "Design" includes 2.1) theme 2.2) mechanics 2.3) components 2.4) look and feel 2.5) game flow summary. 3) "Development" include 3.1) playtest.

Author Biographies

Nutcha Charoenchanakit, Chulalongkorn University

Graduate student of Art Education Division, Faculty of Education, Chulalongkorn University 

Soamshine Boonyananta, Chulalongkorn University

Lecturer of Art Education Division, Faculty of Education, Chulalongkorn University 

References

ภาษาไทย

พีรัช ษรานุรักษ์. (2565). สร้างทักษะสำคัญผ่านบอร์ดเกม “Board game play to learn”.

https://www.bangkokbiznews.com/biz2u/1006632

รัชกร เวชวรนันท์. (2563). กระดุม 5 เม็ดของการออกแบบบอร์ดเกมการเรียนรู้. https://www.bosslabboardgame.com/post/กระด-ม-5-เม-ดของการออกแบบบอร-ดเกมการเร-ยนร

สำนักงานนวัตกรรมแห่งชาติ. (2564). STEAM4INNOVATOR Playroom.

https://www.youthinnovation.org/2021/steam4innovator-playroom-application/

TK Board Game Club. (2560). ข้อแตกต่างของบอร์ดเกมยุคเก่ากับยุคใหม่. https://www.tkpark.or.th/download?

file=0037f7.pdf&name=BoardGame-02.pdf

ภาษาอังกฤษ

Becker, K. (2021). What’s the difference between gamification, serious games, educational games, and game-

based learning?. Academia Letters.

Beltrami, D. (2020). A board game design process: A game is a system. https://uxdesign.cc/

a-board-game-design-process-a-game-is-a-system-5469dfa4536

Brian, M., & Christopher, H. (2010). Libraries got game: Aligned learning through modern board games (ALA

Editions ed.). https://chula.idm.oclc.org/login?url=https://search.ebscohost.com/login.aspx?direct=

true&db=nlebk&AN=308784&site=eds-live

Creighton, S., & Szymkowiak, A. (2014). The effects of cooperative and competitive games on classroom

interaction frequencies. Procedia - Social and Behavioral Sciences, 140, 155-163.

https://doi.org/10.1016/j.sbspro.2014.04.402

Despeisse, M. (2018). Teaching sustainability leadership in manufacturing: A reflection on the educational

benefits of the board game factory heroes. Procedia CIRP, 69, 621-626.

https://doi.org/10.1016/j.procir.2017.11.130

Jho, H., Hong, O., & Song, J. (2016). An analysis of STEM/STEAM teacher education in Korea with a case study of

two schools from a community of practice perspective. EURASIA Journal of Mathematics, Science & Technology

Education, 12(7), 1843-1862. http://dx.doi.org/10.12973/eurasia.2016.1538a

Jung, S. H., & Chan, J. P. (2020). Research analysis on STEAM education with digital technology in Korea to prepare

for post-corona era education. International Journal of Contents, 16(3), 101-110.

https://doi.org/10.5392/IJoC.2020.16.3.101

Nam, H. K. (2019). A review of the effect of integrated STEM or STEAM (science, technology,

engineering, arts, and mathematics) education in South Korea [article]. Asia-Pacific

Science Education, 5(1), 1-22. https://doi.org/10.1186/s41029-019-0034-y

Pope, L. (2021). Board games as educational tools. http://www.susted.com/wordpress/content/board-games-as-

educational-tools_2021_05/

Sousa, M., & Bernardo, E. (2019). Back in the game: Modern board games. In N. Zagalo, A. I. Veloso, L. Costa, & O.

Mealha. (Eds.). Videogame Sciences and Arts 11th International Conference, VJ 2019, Aveiro, Portugal (pp. 72-

. https://doi.org/10.1007/978-3-030-37983-4_6

Stegmaier, J. (2020). 10 steps to design a tabletop game (2020 version). Stonemaier Games,.

https://youtu.be/VgEt7PysQgc

Taha, F., Hockaday, S., & Jarvis, T. (2017). Serious gaming in water. Mediate: Everything Mediation.

https://www.mediate.com/articles/HockadayS1.cfm

Wirtz, B. (2022). How to create a board game, The Smart Way. https://www.gamedesigning.org/

learn/board-games/

Wizards of learning. (2022). Share 5 process of how to design board games. https://wizardsoflearning.com/share-

how-to-design-procress-board-game/

Yakman, G. (2008). STEAM education: An overview of creating a model of integrative education.

https://www.researchgate.net/publication/327351326_STEAM_

Education_an_overview_of_creating_a_model_of_integrative_education

Žavcer, G. (2014). Design pattern canvas: An introduction to unified serious game design

patterns. Journal Interdisciplinary Description of Complex System, 12, 280-292.

https://doi.org/10.7906/indecs.12.4.2

Downloads

Published

2022-12-21

How to Cite

Charoenchanakit, N., & Boonyananta, S. (2022). The Guidelines for Developing Board Game to Promote Effective STEAM Instruction Design and Educational Board Game Design Canvas. Journal of Education Studies, 50(4), EDUCU5004006. https://doi.org/10.14456/educu.2022.35