18) There are some easy ways to engage kids in amazingly productive play


To find out if students can benefit from certain after school activities, Dr. Silvia Bunge, a neuroscientist, got permission from an elementary school in Oakland, California to coordinate 75-minute sessions twice a week. The sample of children in the Bunge investigation came from a poor demographic in the Oakland area with average IQ scores of 90.
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Bunge and her graduate students were trying to determine if reasoning ability would improve from a regimen of these activities using a standardized measuring instrument before and after eight weeks. Unexpectedly, the average reasoning score for the seventeen 7-9 year olds (ten boys and seven girls) improved 32%!

The group also enlisted another group of 7-9 year olds (eight boys and three girls) in a similar time frame to ascertain increments in an entirely different brain function: processing speed. That group's improvement after eight weeks went up 27%.

So, what were these special activities that elicited such enormous gains in brain function?

They were predominantly card and board games! For the reasoning aspect they used the card games SET, Push Hour, and Qwirkle.  For the speed processing phase they used the card games Spoons and Speed and the board games Blink and Perfection.

The investigators were simply trying to ascertain if ordinary card and board games could improve specific brain functions (reasoning and speed processing). While educators are more concerned about the mastery of content areas in our children, they are nevertheless triggering a wider assortment of brain-related functions. Reasoning and speed processing are among them. [1]

A number of researchers have weighed in on the efficacy of old-fashion board game inclusion in the classroom and find them to be an effective means to transmit or review content. However, in the last ten years there has been an explosion of electronic devices at all age levels, and learning is often coming from the swiftness of hyperlinks and videos on a small phone display. This contemporary technology is mobile, immediate, and massive in scope.

You do not have to go to a library to access volumes for knowledge but can do a search and get a long list of links that have your code words highlighted. And even if those hand-held phones are off limits in school, rest assured the students are all over them at the sound of the closing bell, and not for academic purposes either. Their brains go into hyperdrive as they check out messages and Facebook postings. It is addicting and many are at it for hours at a time. Dr. Leonard Sax, noted psychiatrist and author, feels that texting has replaced talking and that girls in particular do not develop a well-developed sense of identity during the crucial teen years. [2]

It means, too, that this generation will likely find sitting through a class more boring than we did unless it allows for the same rapidity as the search vehicles and text messaging. This includes reading assignments or novels at home. We were accustomed to sitting through a series of classes a generation of ago because we had the attention span and patience to endure the instructors' pace. There weren't alternatives. Many of us sat through quite a few 50-minute lectures, survived without an iPod, and went on to be successful in our endeavors.

But that was then and now is now, and young people have choices in what sensory information is directed to their brains (especially after school lets out) along with the portability to get it from any venue. Many schools have adapted to the new 'learning' and outfitted entire student bodies with laptops. There is a concerted effort to update pedagogy and take advantage of the tech savvy of students, many more current than their teachers (who go through long in-services to keep up to date).

How about the Bunge result? Improving reasoning and speed processing in the brain many percentage points in just eight weeks is unusually impressive using just board and card games. Would the incorporation of such old-fashion amusements be a relevant tool in a classroom?  Can cognitive development witnessed by the Bunge team occur in the major disciplines: mathematics, science, social studies, English, and world languages? I believe it can.

From the educational perspective, board games provide a level of engagement that enhances several important cognitive and social functions:

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·   Play by a set of rules and procedures.
·   Sustain concentration and develop attention span.
·   Derive enjoyment and thrill.
·   Cooperate with others by waiting for the next turn.
·   Retain information.
·   Strategize based on the actions of the participants.
·   Communicate moves and intentions as warranted by the game rules.
·   Make choices and take risks.
·   Perform a task to completion.
·   Bloom's taxonomy: Recall, Interpret, Implement, Analyze, Evaluate, Create

It is an impressive list and any educator would be pleased to have their charges manifest them in their classes. Play is natural for children because it stimulates the pleasure center in the brain through the release of the neurotransmitter dopamine. The social interaction with participants sets off this process, and the simultaneous use of cognitive functions becomes part of the reward-pleasure system. Moreover, playing the game stimulates dopamine release, which helps the child sustain attention to the completion of the task. This motivates the child to continue playing, along with the reinforcement of the above bulleted cognitive processes. It is a win-win situation.

The bottom line is that children want to play and science has shown that supplemental instructional strategies are available to meet that need and effectively teach content. What was relevant a decade ago as quality instructional practices might not work to meet the immediacy of stimulation children have grown accustomed. The fact of the matter is that incorporation of lessons that touch the brain's play button can be very satisfying for all parties. A multiple number of teaching devices (lectures, quizzes, videos) can continue to serve the instructional needs of a classroom but inclusion of board and card games can meet that need too as well as increase the motivation to learn.

The question arises: can a teacher implement gaming in a class to teach content and maximize the benefits listed above?  Certainly using any of the voluminous popular commercial board games (including Scrabble, Monopoly, Risk, Clue, and Mastermind) should improve cognition but it may not please parents and administrators if that was a staple in a teacher's lessons. They are not relevant to most subject areas in school. They are commercial board games. However, can the board games be content specific so they can serve a purposeful need in a subject?

There are a number of online sites that have a broad range of templates similar to the commercial games that can be downloaded and edited to suit a teacher's needs. There are sites that are content specific, too. Add to that, a number of teachers have modified the commercial games to their specific subject and posted them online.

The games can be adapted to use their pieces, cards, and board layouts to perform any number of tasks along with the rolling of dice or movement of an icon. In other words the specific tasks associated with your course can be performed in a game format to move icons or accumulate items either by the prompts listed on the board or on a card. For example:
·   State an answer to a question
·   Solve a math problem
·   Write one or more sentences using proper grammar.
·   Evaluate a written piece.
·   Multiple Choice
·   Fill in the blank
·   True or False


To teachers:
The Bunge team saw an incredible spike in reasoning and speed processing by simply allowing the Oakland children to play card and board games. Such increases occurred when those students were spending just
20 hours (1.25 hour/session x 2 sessions/week x 8 weeks) of games coupled with their classroom experiences of
160 hours (5 days/week x 8 weeks x 4 hours/day) during that eight week interval.

This current generation of students is immersed in a technology that lures them daily. It has added the element of immediate gratification in the sphere of stimuli for children, and schools are contenting with this wave of information management. I feel that educators should take advantage of the simplicity of card and board games since they are a means to promote cooperation, motivate, sustain attention, and teach content.

To parents:
Board games are an excellent cognitive enhancer that will have a carryover to both social interaction and academic avenues. The expense is minimal considering the significant brain development that transpires. Do not hesitate to purchase complicated games as your children become more game-savvy. Enter them into tournaments in your area. Play with them and have their friends come by and be part of the action.

References
[1] Bunge, S., Mackey, Hill, Stone, Differential effects of reasoning and speed training in children, Developmental Science, Volume 14, Issue 3, pages 582–590, May 2011