Mathematical Concepts, Logical Reasoning, and Socio-Emotional Skills through Board Games
PDF

Keywords

Mathematics education
Soft skills
Logical thinking
Game-based learning
Critical thinking

How to Cite

1.
Guerrero Flores DJ. Mathematical Concepts, Logical Reasoning, and Socio-Emotional Skills through Board Games. SAP Gamification and Augmented Reality [Internet]. 2026 Mar. 4 [cited 2026 Sep. 19];4:274. Available from: https://gr.southam.pub/index.php/gr/article/view/274

Abstract

Introduction: The pedagogical use of board games has gained attention as a strategy to foster mathematical reasoning and socio-emotional competencies in higher education. Objective: This study analyzes the use of three board games—Qwixx, Sequence, and Scotland Yard—to promote mathematical logic and socio-emotional skills among undergraduate Mathematics Teaching students. Method: A qualitative exploratory design was implemented with 32 undergraduate Mathematics Teaching students at Universidad Pedagógica Nacional Francisco Morazán (Honduras). The intervention consisted of six three-hour gameplay sessions, with data collected through observation and surveys. Results: Gameplay supported the development of mental calculation, number sequencing, probability estimation, pattern recognition, geometric reasoning, and logical inference. It also fostered decision-making, problem-solving, communication, teamwork, adaptability, and negotiation. Participants highlighted that gameplay provided authentic contexts for applying mathematical reasoning. Conclusions: The findings indicate that these board games constitute viable pedagogical resources for integrating mathematical logic and socio-emotional skill development, with potential applications in mathematics education curricula.

PDF

References

1. Kapp KM. The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco (CA): Pfeiffer; 2012.

2. Hinebaugh JP. A board game education. Lanham (MD): R&L Education; 2009.

3. Lin YT, Cheng CT. Effects of technology-enhanced board game in primary mathematics education on students’ learning performance. Applied Sciences. 2022;12(22):11356. doi:10.3390/app122211356.

4. Espinoza Espinosa D, Jadan Guerrero J, Santorum M, Nunes IL. Learning based on board games to inspire mathematical thinking. Human Factors and Systems Interaction. 2022;(52):330-336. doi:10.54941/ahfe1002173.

5. Noda S, Shirotsuki K, Nakao M. The effectiveness of intervention with board games: a systematic review. BioPsychoSocial Medicine. 2019;13:22. doi:10.1186/s13030-019-0164-1.

6. Lantaron Sanchez S, Lopez M, Merchan S, Rodrigo J. Analysis of logic and strategy games as a tool for the teaching and approach to mathematical concepts. In: 13th International Technology, Education and Development Conference; 2019 Mar 11–13; Valencia, Spain. Valencia (ES): IATED; 2019. p. 7963-7969. Available from: https://oa.upm.es/64999/1/INVE_MEM_2019_323047.pdf

7. Erdogan A, Sunay M, Cevirgen A. How to play board games? A framework proposal for classroom settings. Board Game Studies Journal. 2022;16(2):101-122. doi:10.2478/bgs-2022-0021.

8. McFeetors PJ, Palfy K. Educative experiences in a games context: supporting emerging reasoning in elementary school mathematics. Journal of Mathematical Behavior. 2018;50:103-125. doi:10.1016/j.jmathb.2018.02.003.

9. Jensen EO, Hersaa Nehammerand EM, Eriksen AL. Enhancing mathematical reasoning in primary school with the strategic board game Othello. Proceedings of the European Conference on Games Based Learning. 2023;17(1):289-295. doi:10.34190/ecgbl.17.1.1524.

10. Armstrong A. Playing Settlers of Catan enhances student learning of probability in liberal arts mathematics. PRIMUS. 2021;31(10):1136-1148. doi:10.1080/10511970.2020.1818335.

11. Sala G, Gorini A, Pravettoni G. Mathematical problem-solving abilities and chess: an experimental study on young pupils. SAGE Open. 2015;5(3):1-10. doi:10.1177/2158244015596050.

12. Rosholm M, Mikkelsen MB, Gumede K. Your move: the effect of chess on mathematics test scores. PLoS ONE. 2017;12(5):e0177257. doi:10.1371/journal.pone.0177257.

13. Balladares J, Miranda M, Cordova K. The effects of board games on math skills in children attending prekindergarten and kindergarten: a systematic review. Early Years. 2023;1-25. doi:10.1080/09575146.2023.2218598.

14. Burgoyne AP, Sala G, Gobet F, Macnamara BN, Campitelli G, Hambrick DZ. The relationship between cognitive ability and chess skill: a comprehensive meta-analysis. Intelligence. 2016;59:72-83. doi:10.1016/j.intell.2016.08.002.

15. Alt D. Assessing the benefits of gamification in mathematics for student gameful experience and gaming motivation. Computers & Education. 2023;200:104806. doi:10.1016/j.compedu.2023.104806.

16. Capaldi M. Teaching mathematics through games. Providence (RI): AMS/MAA Press; 2021.

17. Buchheister K, Jackson C, Taylor C. A universal design approach to mathematical reasoning. Faculty Publications, Department of Child, Youth, and Family Studies; 2017. Available from: https://core.ac.uk/download/pdf/232336271.pdf

18. Hassinger-Das B, Ridge K, Parker A, Golinkoff RM, Hirsh-Pasek K, Dickinson DK. Building vocabulary knowledge in preschoolers through shared book reading and gameplay. Mind Brain Educ. 2016;10(2):71-80. doi:10.1111/mbe.12103.

19. Collaborative for Academic, Social, and Emotional Learning. CASEL’s SEL framework: what are the core competence areas and where are they promoted? 2020. Available from: https://casel.org/casel-sel-framework-11-2020/?view=true

20. Yim IHY, Su J, Wegerif R. STEAM in practice and research in primary schools: a systematic literature review. Res Sci Technol Educ. 2024;1-25. doi:10.1080/02635143.2024.2440424.

21. Perez Torres M, Couso Lagaron D, Marquez Bargallo C. Evaluation of STEAM project-based learning (STEAM PBL) instructional designs from the STEM practices perspective. Education Sciences. 2024;14(1):53. doi:10.3390/educsci14010053.

22. Booth WC, Colomb GG, Williams JM. The craft of research. 3rd ed. Chicago (IL): University of Chicago Press; 2008.

23. Schreier M. Qualitative content analysis in practice. London (UK): SAGE Publications Ltd; 2012.

24. Benndorf S. Qwixx: a fast family dice game. Nürnberg (DE): Nürnberger-Spielkarten-Verlag; 2012. Available from: https://gamewright.com/pdfs/Rules/QWIXXTM-RULES.pdf

25. Reuter D. Sequence: game instructions. An exciting game of strategy. Minneapolis (MN): Jax, Ltd; 1982. Available from: https://www.jaxgames.com/sequence-game-rules/

26. Burggraf M, Garrels D, Hoermann W, Ifland F, Scheerer W, Schlegel W. Scotland Yard. Ravensburg (DE): Ravensburger; 1983. Available from: https://www.ravensburger.co.uk/gameinstructions/ecm/Spielanleitungen/26646%20anl%202050897_2.pdf

Creative Commons License

This work is licensed under a Creative Commons Attribution 4.0 International License.

Copyright (c) 2026 Danny Joel Guerrero Flores (Author)