1,103
Views
3
CrossRef citations to date
0
Altmetric
Research Article

‘Let’s play?’ A systematic review of board games in biology

ORCID Icon, ORCID Icon, ORCID Icon & ORCID Icon

References

  • Aboalshamat, K., A. Khayat, R. Halwani, A. Bitan, and R. Alansari. 2020. “The Effects of Gamification on Antimicrobial Resistance Knowledge and Its Relationship to Dentistry in Saudi Arabia: A Randomized Controlled Trial”. BMC Public Health 20 (680). doi:10.1186/s12889-020-08806-2.
  • Allen, M. 2010. “Learner Error, Affectual Stimulation, and Conceptual Change.” Research in Science Teaching 47 (2): 151–173. doi:10.1002/tea.20302.
  • Alzahrani, N. M. 2020. “Augmented Reality: A Systematic Review of Its Benefits and Challenges in E-learning Contexts.” Applied Sciences 10 (16): 5660. doi:10.3390/app10165660.
  • Amelia, V. L., and A. Setiawan. 2019. “El juego de mesa como medio educativo para el conocimiento sobre la prevención del dengue en niños en edad escolar.” Enfermería Global 18 (56): 254–263. doi:10.6018/eglobal.18.4.336611.
  • Anguelov, K., 2019. “Motivation Strategies of Human Resources in ICT Companies,” 2019 International Conference on Creative Business for Smart and Sustainable Growth (CREBUS) (Sandanski, Bulgaria.). doi: 10.1109/CREBUS.2019.8840080.
  • Anna, Y., Z. Wang, Y. Kim, and Z. Yin. 2020. “The Effects of Visual Congruence on Increasing Consumers’ Brand Engagement: An Empirical Investigation of Influencer Marketing on Instagram Using Deep-learning Algorithms for Automatic Image Classification.” Computers in Human Behavior 112. doi:10.1016/j.chb.2020.106443.
  • Anyanwu, E. G. 2014. “Anatomy Adventure: A Board Game for Enhancing Understanding of Anatomy.” Anatomical Sciences Education 7 (2): 153–160. doi:10.1002/ase.1389.
  • Argo, E. E. 2018. Migration mismatch: bird migration and phenological mismatching. The American Biology Teacher 80(7): 540–543. doi: 10.1525/abt.2018.80.7.540.
  • Ayastuy, M. D., D. Torres, and A. Fernández. 2021. “Adaptive Gamification in Collaborative Systems, a Systematic Mapping Study.” Computer Science Review 39. doi:10.1016/j.cosrev.2020.100333.
  • Barnes, R. L. 2020. A protein purification card game develops subject knowledge and transferable skills. Journal of Biological Education. DOI: 10.1080/00219266.2020.1799844.
  • Bassey, D., H. O. Mogaji, G. A. Dedeke, B. I. Akeredolu-Ale, E. M. Abe, A. S. Oluwole, A. A. Adeniran, O. A. Agboola, C. F. Mafiana, and U. F. Ekpo. 2020. “The Impact of Worms and Ladders, an Innovative Health Educational Board Game on Soil-transmitted Helminthiasis Control in Abeokuta, Southwest Nigeria.” PLoS Neglected Tropical Diseases 14 (9): e0008486. doi:10.1371/journal.pntd.0008486.
  • Basten, D. 2017. “Gamification”. IEEE Software 54 (5): 76–81. doi:10.1109/MS.2017.3571581.
  • Bellucci, M., L. Bini, and F. Giunta. 2020. “Implementing Environmental Sustainability Engagement into Business: Sustainability Management, Innovation, and Sustainable Business Models Chap. 4.” In Innovation Strategies in Environmental Science, 107–143. : Charis Galanakis, Elsevier. doi:10.1016/B978-0-12-817382-4.00004-6.
  • Berland, M., and V. Lee. 2011. “Collaborative Strategic Board Games as a Site for Distributed Computational Thinking.” International Journal of Game-Based Learning 1 (2): 65–81. doi:10.4018/ijgbl.2011040105.
  • Beylefeld, A. A., and M. C. Struwig. 2007. “A Gaming Approach to Learning Medical Microbiology: Students’ Experiences of Flow.” Medical Teacher 29 (9): 933–940. doi:10.1080/01421590701601550.
  • Böheim, R., K. Schnitzler, A. Gröschner, M. Weil, M. Knogler, A. Schindler, M. Alles, and T. Seidel. 2021. “How Changes in Teachers’ Dialogic Discourse Practice Relate to Changes in Students’ Activation, Motivation and Cognitive Engagement.” Learning, Culture and Social Interaction 28: 100450. doi:10.1016/j.lcsi.2020.100450.
  • Buaraphan, K., P. Laosinchai, D. J. Ong, and A. Nokkaew. 2020. “Calorie Counter: A Board Game for Teaching Nutrition to Grade Six Students.” The International Journal of Science, Mathematics, and Technology Learning 27 (1): 1–12. doi:10.18848/2327-7971/CGP/v27i01/1-12.
  • Buchinger, D., and M. S. Hounsell. 2018. “Guidelines for Designing and Using Collaborative-competitive Serious Games.” Computers & Education 118: 133–149. doi:10.1016/j.compedu.2017.11.007.
  • Burleson, K. M., and J. T. Olimpo. 2016. “ClueConnect: A Word Array Game to Promote Student Comprehension of Key Terminology in an Introductory Anatomy and Physiology Course.” Advances in Physiology Education 40: 223–228. doi:10.1152/advan.00083.2019.
  • Busarello, R. I. 2016. Gamification: Princípios e estratégias. São Paulo: Pimenta Cultural.
  • Cavalho, J. C. Q., L. M. Beltramini, and N. R. S. Bossolan. 2018. Using a board game to teach protein synthesis to high school students. Journal of Biological Education 53(2): 201–216. doi: 10.1080/00219266.2018.1469532.
  • Chagas, L. D. S., S. C. D. A. Silva, R. M. C. D. Oliveira, T. M. Manhães, G. V. D. O. Braga, B. S. Rodolpho, H. D. S. Pereira, and P. O. S. Bomfim. Journal of Biological Education. doi:10.1080/00219266.2020.1757489.
  • Chaves, A. D., D. F. Pigozzo, C. F. K. Rocha, and P. B. Mello-Carpes. 2020. “Synaptic Board: An Educational Game to Help the Synaptic Physiology Teaching-learning Process.” Advances in Physiology Education 44: 50–59. doi:10.1152/advan.00083.2019.
  • Cheng, P. H., T. Yeh, J. Tsai, C. Lin, and C. Chang. 2019. “Development of an Issue-situation-based Board Game: A Systemic Learning Environment for Water Resource Adaptation Education.” Sustainability 11 (5). doi:10.3390/su11051341.
  • Cira, N. J., A. M. Chung, G. N. Sanchez, S. R. Quake, and I. H. Riedel-Kruse. 2015. “A Biotic Game Design Project for Integrated Life Science and Engineering Education.” PLoS Biology 13 (3): e1002110. doi:10.1371/journal.pbio.1002110.
  • Clynes, M., A. Sheridan, and K. Frazer. 2020. “Student Engagement in Higher Education: A Cross-sectional Study of Nursing Students’ Participation in College-based Education in the Republic of Ireland.” Nurse Education Today 93: 104529. doi:10.1016/j.nedt.2020.104529.
  • Coil, D. A., C. L. Ettinger, and J. A. Eisen. 2017. “Gut Check: The Evolution of an Educational Board Game.” PLoS Biology 15 (4): 1–8. doi:10.1371/journal.pbio.2001984.
  • Côté, K., M. Lauzier, and F. Stinglhamber. 2021. “The Relationship between Presenteeism and Job Satisfaction: A Mediated Moderation Model Using Work Engagement and Perceived Organizational Support.” European Management Journal 39 (2): 270–278. doi:10.1016/j.emj.2020.09.001.
  • Dieser, O., and F. X. Bogner. 2016. “Young People’s Cognitive Achievement as Fostered by Hands-on-centred Environmental Education.” Environmental Education Research 22 (7): 943–957. doi:10.1080/13504622.2015.1054265.
  • Dresch, A., D. P. Lacerda, and J. A. V. A. Júnior. 2015. Design science research: Método de pesquisa para avanço da ciência e tecnologia. Porto Alegre: Bookman.
  • Dullius, M. V., I. R. Silva, and ans B. R. S. Rosa. 2019. “EnoAventura na Serra Catarinense” – the game: rural tourism as a fortress to leverage enotourism and winemaking education in the region with the lowest human development index in the state of Santa Catarina, Brazil. BIO Web of Conferences 15. doi: 10.1051/bioconf/20191503021.
  • Dwumah, B., F. Ying, D. Oduro, and S. A. Boateng. 2021. “Student Engagement and Social Media in Tertiary Education: The Perception and Experience from the Ghanaian Public University.” Social Sciences & Humanities Open 3 (1): 1–12. doi:10.1016/j.ssaho.2020.100100.
  • Eisenack, K. A. 2012. “Climate Change Board Game for Interdisciplinary Communication and Education.” Simulation & Gaming 44: 328–348. doi:10.1177/1046878112452639.
  • Espinoza, C., K. S. Orvis, and S. P. Brophy. 2020. “Learning the Electron Transport Chain Process in Photosynthesis Using Video and Serious Game.” Journal of Biological Education 1–21. doi:10.1080/00219266.2020.1808511.
  • Eterovic, A., and C. M. D. Santos. 2013. “Teaching the Role of Mutation in Evolution by Means of a Board Game.” Evolution: Education and Outreach 6 (22): 1–10 Accessed 29 June 2021. http://www.evolution-outreach.com/content/6/1/22.
  • Fahnert, B. 2016. “Edging into the Future: Education in Microbiology and Beyond.” FEMS Microbiology Letters 363 (7): 1–7. doi:10.1093/femsle/fnw048.
  • Fiesco, M. C. L., and M. H. Leclercq. 2013. “Effectiveness of Six Table Games in Teaching Basic Nutrition Concepts.” Revista Chilena de Nutrición 40 (2): 135–140. doi:10.4067/S0717-75182013000200007.
  • Finger, J. D. A. F. F., J. B. F. Menezes, B. D. G. M. Franco, M. Landgraf, P. Raspor, and U. M. Pinto. 2020. “Challenges of Teaching Food Microbiology in Brazil.” Brazilian Journal of Microbiology 51 (1): 279–288. doi:10.1007/s42770-019-00107-0.
  • Fissler, P., O. Küster, W. Schlee, and I. Kolassa. 2013. “Novelty Interventions to Enhance Broad Cognitive Abilities and Prevent Dementia: Synergistic Approaches for the Facilitation of Positive Plastic Change.” Progress in Brain Research 207: 403–434. doi:10.1016/B978-0-444-63327-9.00017-5.
  • Fitzpatrick, B. 2019. “Validity in Qualitative Health Education Research.” Currents in Pharmacy Teaching and Learning 11 (2): 211–217. doi:10.1016/j.cptl.2018.11.014.
  • García-Barrios, L., I. Perfecto, and J. Vandermeer. 2016. “Azteca Chess: Gamifying a Complex Ecological Process of Autonomous Pest Control in Shade Coffee.” Agriculture, Ecosystems and Environment 232: 190–198. doi:10.1016/j.agee.2016.08.014.
  • Goon, M. 2011. “Peacekeeping the Game.” International Studies Perspectives 12 (3): 250–272. doi:10.1111/j.1528-3585.2011.00431.x.
  • Guri-Rosenblit, S. 2009. “Distance Education in the Digital Age: Common Misconceptions and Challenging Tasks.” Journal of Distance Education Revue de L’éducation À Distance 23 (2): 105–122.
  • Hammedi, W., T. Leclercq, I. Poncin, and L. Alkire. 2021. “Uncovering the Dark Side of Gamification at Work: Impacts on Engagement”. Journal of Business Research 122: 256–269. doi:10.1016/j.jbusres.2020.08.032.
  • Harikiran, A. G., D. Vadavi, and T. Shruti. 2017. Beta testing an oral health edutainment card game among 12–13 year old children in Bangalore, India. Games for health journal: Research, Development, and Clinical Applications 6(6): 334–342. doi: 10.1089/g4h.2016.0079.
  • Hays, L., and M. Hayse. 2017. “Game On! Experiential Learning With Tabletop Games.” Chap. 8 in The Experiential Library: Elsevier Inc. pp. 103–115.
  • Holzmann, S. L., H. Schäfer, G. Groh, D. A. Plecher, G. Klinker, G. Schauberger, H. Hauner, and C. Holzapfel. 2019. “Short-term Effects of the Serious Game “Fit, Food, Fun” on Nutritional Knowledge: A Pilot Study among Children and Adolescents.” Nutrients 11 (9): 2031. doi:10.3390/nu11092031.
  • Iizuka, A., H. Suzuki, S. Ogawa, K. E. Kobayashi-Cuya, M. Kobayashi, H. Inagaki, M. Sugiyama, S. Awata, T. Takebayashi, and Y. Fujiwara. 2019. “Does Social Interaction Influence the Effect of Cognitive Intervention Program? A Randomized Controlled Trial Using Go Game.” International Journal of Geriatric Psychiatry 34 (2): 324–332. doi:10.1002/gps.5024.
  • Illingworth, S., and P. Wake. 2019. “Developing Science Tabletop Games: Catan® and Global Warming”. Journal of Science Communication 18 (4): A04. doi:10.22323/2.18040204.
  • Júnior, L. C., L. M. Turchen, and R. N. C. Guedes. Insect world: game-based learning as a strategy for teaching entomology. The American Biology Teacher 82(4): 210–215. doi:10.1525/abt.2020.82.4.210.
  • Kagermann, H. 2015. “Change through digitization—Value Creation in the Age of Industry 4.0. Chap. 2 Horst, A, Heribert, M, Andreas, P, and Ralf, R eds.” In Management of Permanent Change, 23–45. Wiesbaden: Springer Gabler. doi:10.1007/978-3-658-05014-6_2.
  • Karbownik, M. S., A. Wiktorowska-Owczarek, E. Kowalczyk, P. Kwarta, Ł. Mokros, and T. Pietras. 2016. “Board Game versus Lecture-based Seminar in the Teaching of Pharmacology of Antimicrobial Drugs-a Randomized Controlled Trial.” FEMS Microbiology Letters 363 (7): fnw045. doi:10.1093/femsle/fnw045.
  • Kasurinen, J., and A. Knutas. 2018. “Publication Trends in Gamification: A Systematic Mapping Study.” Computer Science Review 27: 33–44. doi:10.1016/j.cosrev.2017.10.003.
  • Kim, J., and D. M. Castelli. 2021. “Effects of Gamification on Behavioral Change in Education: A Meta-Analysis.” International Journal of Environmental Research and Public Health 18 (7). doi:10.3390/ijerph18073550.
  • Kim, H., L. C. Gerber, D. Chiu, S. A. Lee, N. J. Cira, S. Y. Xia, and I. H. Riedel-Kruse. 2016. “LudusScope: Accessible Interactive Smartphone Microscopy for Life-science Education.” PLoS ONE 11 (10): e0168053. doi:10.1371/journal.pone.0162602.
  • Kohn, A. 1992. No Contest: The Case Against Competition. Boston: Houghton Mifflin.
  • Koivisto, J., and J. Hamari. 2019. “The Rise of Motivational Information Systems: A Review of Gamification.” International Journal of Information Management 45: 191–210. doi:10.1016/j.ijinfomgt.2018.10.013.
  • Kolb, D. A. 1984. Experiential learning: Experience as the source of learning and development. Englewood Cliffs, N.J: Prentice-Hall.
  • Konen, W. 2019. “General Board Game Playing for Education and Research in Generic AI Game Learning.” Conference on Games (CoG) (London). doi: 10.1109/CIG.2019.8848070.
  • Kurtzman, G. W., S. C. Day, D. S. Small, M. Lynch, J. Zhu, W. Wang, C. A. L. Rareshide, and M. S. Patel. 2018. “Social Incentives and Gamification to Promote Weight Loss: The LOSE IT Randomized, Controlled Trial”. Journal of General Internal Medicine 33 (10): 1669–1675. doi:10.1007/s11606-018-4552-1.
  • Lauren, H., C. Lutz, R. C. Wallon, and Barbara Hug. 2016. Integrating the dimensions of NGSS within a collaborative board game about honey bees. The American Biology Teacher 78(9): 755–763. doi:10.1525/abt.2016.78.9.755.
  • Leelapreechalert, U., C. Hudthagosol, J. Santiprabhob, P. Nakavachara, and S. Likitmaskul. 2017. “Effectiveness of “Dm Wonder Trip”-a New Educational Tool for Type 1 Diabetes.” The Southeast Asian Journal of Tropical Medicine and Public Health 48: 107–119.
  • Li, Q., and X. Wang. 2017. “A Study on the Influence of Engagement Marketing Strategy on Customer Perceived Support and Willingness to Customer Engagement”. The Fourteenth IEEE International Conference on e-Business Engineering (Shanghai, China).
  • Limroongreungrat, W., W. Widjaja, and A. Nuttamonworakul. 2014. “The 8-week Wii Balance Board Games in Older Adults with Medium Risk of Fall.” Medicine & Science in Sports & Exercise 46 (223): 223. doi:10.1249/01.mss.0000493856.53572.ac.
  • Litvin, S., R. Saunders, M. A. Maier, and S. Lüttke. 2020. “Gamification as an Approach to Improve Resilience and Reduce Attrition in Mobile Mental Health Interventions: A Randomized Controlled Trial.” PLoS ONE 15 (9): e0237220. doi:10.1371/journal.pone.0237220.
  • Liu, W., W. Wayne, and J. J. Tsai. 2020. “Developing a Multi-level Organization-public Dialogic Communication Framework to Assess Social Media-mediated Disaster Communication and Engagement Outcomes”. Public Relations Review 46 (4): 101949. doi:10.1016/j.pubrev.2020.101949.
  • Lobo, S. I. S., and G. M. Viana. 2020. “Analysis of the Board Game Experience with “Galápagos” for Teaching Biologic Evolution Contents.” Investigações em Ensino de Ciências 25 (1): 405–420. doi:10.22600/1518-8795.ienci2020v25n1p405.
  • Lockheed, M. E. 1985. “Women, Girls, and Computers: A First Look at the Evidence.” Sex Roles 13 (3): 115–122. doi:10.1007/BF00287904.
  • Lopes, S., A. Pereira, P. Magalhães, A. Oliveira, and P. Rosário. 2019. “Gamification: Focus on the Strategies Being Implemented in Interventions: A Systematic Review Protocol.” BMC Research Notes 12 (100). doi:10.1186/s13104-019-4139-x.
  • Mcluhan, M. 1964. Understanding Media: The Extensions of Man. New York: McGraw-Hill.
  • McOwat, K., and N. R. Stanley-Wall. 2018. Biofilm building: a simple board game to reinforce knowledge of biofilm formation. Journal of Microbiology & Biology Education 19(1). doi: 10.1128/jmbe.v19i1.1355.
  • Mcvilly, K. R., R. J. Stancliffe, T. R. Parmenter, and R. M. Burton‐Smith. 2008. “Remaining Open to Quantitative, Qualitative, and Mixed-method Designs: An Unscientific Compromise, or Good Research Practice?” International Review of Research in Mental Retardation 35: 151–203. doi:10.1016/S0074-7750(07)35005-2.
  • Montagni, I., I. Mabchour, and C. Tzourio. 2020. “Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review.” JMIR Serious Games 8 (2): e16983. doi:10.2196/16983.
  • Nishijima, M. T. M. I., and F. M. Sarti. 2017. “Evolution and Determinants of Digital Divide in Brazil (2005 – 2013).” Telecommunications Policy 41 (1): 12–24. doi:10.1016/j.telpol.2016.10.004.
  • Obaid, I., M. S. Farooq, and A. Abid. 2020. “Gamification for Recruitment and Job Training: Model, Taxonomy, and Challenges.” IEEE Access 8: 65164–65178. doi:10.1109/ACCESS.2020.2984178.
  • Prince, J. D. 2013. “Gamification.” Journal of Electronic Resources in Medical Libraries 10 (3): 162–169. doi:10.1080/15424065.2013.820539.
  • Riechert, S. E., R. Leander, and S. Lenhart. 2011. “A Role-playing Exercise that Demonstrates the Process of Evolution by Natural Selection: Catching Squirrels in A World of Pilferers.” The American Biology Teacher 73 (4): 208–212. doi:10.1525/abt.2011.73.4.4.
  • Riedel-Kruse, I. H., A. M. Chung, B. Dura, A. L. Hamilton, and B. C. Lee. 2011. “Design, Engineering and Utility of Biotic Games.” Lab on a Chip 11 (1): 14–22. doi:10.1039/c0lc00399a.
  • Royakkers, L., J. Timmer, L. Kool, and R. Est. 2018. “Societal and Ethical Issues of Digitization.” Ethics and Information Technology 20 (2): 127–142. doi:10.1007/s10676-018-9452-x.
  • Samson, I., E. Lindström, A. Sand, A. Herlitz, and E. Schalling. 2021. “Larger Reported Impact of Stuttering in Teenage Females, Compared to Males – A Comparison of Teenagers’ Result on Overall Assessment of the Speaker’s Experience of Stuttering (OASES).” Journal of Fluency Disorders 67: 105822. doi:10.1016/j.jfludis.2020.105822.
  • Sancho, P., R. Corral, T. Rivas, M. J. González, A. Chordi, and C. Tejedor. 2006. “A Blended Learning Experience for Teaching Microbiology.” American Journal of Pharmaceutical Education 70 (5): 120. doi:10.5688/aj7005120.
  • Schneider, L., D. S. Oliveira, A. C. P. Strapasson, B. P. Ferreira, C. G. Molina, C. D. O. Stopiglia, G. Fischer, and M. L. Scroferneker. 2012. “White Blood Cell Game: A Teaching Method.” International Journal of Health Promotion and Education 50 (6): 311–317. doi:10.1080/14635240.2012.724191.
  • Scott, C. R., and S. C. Rockwell. 1997. “The Effect of Communication, Writing, and Technology Apprehension on Likelihood to Use New Communication Technologies.” Communication Education 46 (1): 44–62. doi:10.1080/03634529709379072.
  • Sen, M., A. Uzuner, M. Akman, A. T. Bahadir, N. O. Borekci, and E. Viggiano. 2018. “Examination of a Board Game Approach to Children’s Involvement in Family-based Weight Management Vs. Traditional Family-based Behavioral Counseling in Primary Care.” European Journal of Pediatrics 177 (8): 1231–1238. doi:10.1007/s00431-018-3177-z.
  • Sievert, H., and C. Scholz. 2017. “Engaging Employees in (At Least Partly) Disengaged Companies. Results of an Interview Survey within about 500 German Corporations on the Growing Importance of Digital Engagement via Internal Social Media.” Public Relations Review 43 (5): 894–903. doi:10.1016/j.pubrev.2017.06.001.
  • Silva, M. M. F., M. C. S. Costa, and E. F. Castro. 2017. “The Game of the Taste: Proposal of a Board Game on the Physiology of Gustation for High School.” Revista Tempos e Espaços em Educação 10 (22): 161–172. doi:10.20952/revtee.v10i22.6199.
  • Singh, A., and G. S. Pathak. 2020. “The Quest for Consumer Engagement via Cause-related Marketing: A Mixed Method Study in an Emerging Economy.” Journal of Retailing and Consumer Services 55: 102128. doi:10.1016/j.jretconser.2020.102128.
  • Skukan, R., Y. J. Borrell, J. M. R. Ordás, and L. Miralles. 2020. “Find Invasive Seaweed: An Outdoor Game to Engage Children in Science Activities that Detect Marine Biological Invasion.” The Journal of Environmental Education 51 (5): 335–346. doi:10.1080/00958964.2019.1688226.
  • Struwig, M. C., A. A. Beylefeld, and G. J. 2014. “Learning Medical Microbiology and Infectious Diseases by Means of a Board Game: Can It Work?” Innovations in Education and Teaching International 51 (4): 389–399. doi:10.1080/14703297.2013.774139.
  • Tsai, J., P. Cheng, S. Liu, and C. Chang. 2019. “Using Board Games to Teach Socioscientific Issues on Biological Conservation and Economic Development in Taiwan.” Journal of Baltic Science Education 18 (4): 634–645. doi:10.33225/jbse/19.18.634.
  • Vianna, Y., M. Vianna, B. Medina, and S. Tanaka. 2013. Gamification, Inc. Como Reinventar Empresas a Partir de Jogos. Rio de Janeiro: MJV Press.
  • Viggiano, A., E. Viggiano, A. Costanzo, A. Viggiano, E. Andreozzi, V. Romano, I. Rianna, et al. 2015. “Kaledo, a Board Game for Nutrition Education of Children and Adolescents at School: Cluster Randomized Controlled Trial of Healthy Lifestyle Promotion.” European Journal of Pediatrics 174 (2): 217–228. doi:10.1007/s00431-014-2381-8.
  • Vigoroso, L., F. Caffaro, M. M. Cremasco, and E. Cavallo. 2021. “Innovating Occupational Safety Training: A Scoping Review on Digital Games and Possible Applications in Agriculture.” International Journal of Environmental Research and Public Health 18 (4): 1868. doi:10.3390/ijerph18041868.
  • Wang, H., and Y. Wang. 2008. “Gender Differences in the Perception and Acceptance of Online Games.” British Journal of Educational Technology 39 (5): 787–806. doi:10.1111/j.1467-8535.2007.00773.x.
  • Wanyama, J. N., B. Castelnuovo, G. Robertson, K. Newell, J. B. Sempa, A. Kambugu, Y. C. Manabe, and R. Colebunders. 2012. “A Randomized Controlled Trial to Evaluate the Effectiveness of A Board Game on Patients’ Knowledge Uptake of HIV and Sexually Transmitted Diseases at the Infectious Diseases Institute, Kampala, Uganda.” Journal of Acquired Immune Deficiency Syndromes 59 (3): 253–258. doi:10.1097/QAI.0b013e31824373d5.
  • Whitton, N. 2012. “Good Game Design Is Good Learning Design.” In Using Games to Enhance Learning and Teaching. New York: Routledge.
  • Wibking, K. 2020. Gas exchange gamified: teaching respiration physiology with a novel board game. The American Biology Teacher 82(3): 175–177. doi: 10.1525/abt.2020.82.3.175.
  • Wigfield, A., J. S. Eccles, J. A. Fredricks, S. Simpkins, R. W. Roeser, and U. Schiefele. 2015. “Development of Achievement Motivation and Engagement Lerner, R. M., Garcia Coll, C., and Lamb, M. eds. ” In Handbook of Child Psychology and Developmental Science: Socioemotional Processes, 657–700. John Wiley & Sons, . doi:10.1002/9781118963418.childpsy316.
  • Williams, W. M., and C. G. Ayres. 2020. “Can Active Video Games Improve Physical Activity in Adolescents? A Review of RCT”. International Journal of Environmental Research and Public Health 17 (669): 669. doi:10.3390/ijerph17020669.
  • Wulanyani, N. M., Y. S. Pratama, K. Swastika, M. Sudarmaja, T. Wandra, T. Yoshida, C. M. Budke, and A. Ito. 2019. “A Preliminary Study to Assess the Use of A “Snakes and Ladders” Board Game in Improving the Knowledge of Elementary School Children about Taeniasis”. Acta Tropica 199. doi:10.1016/j.actatropica.2019.105117.
  • Yusof, S. A. M., S. H. Radzi, S. N. S. Din, and N. Khalid. 2016. “A Study on the Effectiveness of Task Manager Board Game as A Training Tool in Managing Project”. Proceedings of the International Conference on Applied Science and Technology (Kedah, Malaysia). doi: 10.1063/1.4960914.
  • Zichermann, G., and C. Cunningham. 2011. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. Sebastopol, CA: O’Reilly Media.

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.