Fun Board Games for College Students

Board games may not be the first thing you think about when college students are mentioned, but they would be far from the last thing too. Board games can definitely be educating and not in a dull sort of way either. Learning how to play a fun board game is a bit of an education in itself.

Quelf

Quelf is a board game often mentioned in connection with college students. You simply roll the die, move your character (for example, Mrs. Pickle Feather or Super Ninja Monkey) which lands you on a colored space. Then take the corresponding colored card and do what it says. If you fail to do what the card says, you pay a penalty in spaces as indicated on the card. When you make it to the last space, you win. Sounds easy enough, right? Maybe not.

Each color corresponds to a category. Green is quizzle; that is, trivia questions. Red, which is called scatterbrainz, requires everyone to give answers about a given subject. Yellow cards tell you to perform intentionally silly stuntz. Purple cards put you “on stage” as in showbiz. Blue are rulez cards that could apply only to you or to everyone playing. (Note: The spellings with the z’s are correct. It’s part of the gimmick in Quelf.)

Essentially this board game is more about having fun while playing than winning. It’s another way for the players to socialize, which is generally something college students enjoy doing.

Wise and Otherwise

Wise and Otherwise is an excellent version of the generic “dictionary game” in which a word is read aloud, and players compose fake definitions for it. The reader writes down the correct definition and subsequently reads each definition in random order. Players vote for the definition they believe to be correct. If someone votes for your fictional definition, you get a point. Those who select the true one also get a point. If no one chooses the correct one, the reader gets a point for each person in the game.

Wise and Otherwise puts a spin on this basic game by using folk sayings from various countries and ethnic groups. The reader speaks the first part of the phrase from the front of a card, and players finish it as they see fit. The reader writes the remainder of the authentic phrase as found on the back of the card. Voting is done as in the basic game. It’s very unlikely that you’ve ever heard any of the phrases provided which makes for some very interesting choices come voting time.

Cranium

The original Cranium, published in 1998, takes elements of several other party games and combines them into one. Players must participate in each to win. There is drawing, clay sculpting, trivia questions, word games, and performance. Think Pictionary, Claymania, Trivial Pursuit, HuggerMugger, and Charades all rolled into one.

The Cranium family of fun board games for college students is only slightly more serious than Quelf, but that’s not saying a whole lot. With a large enough group of players who want to party, this board game will provide the fun.

Jenga

Jenga is party game for the nimble-fingered and steady-handed. There’s no game board as such. Instead, there is a stack of wooden blocks in neatly-organized layers. Your task is to pull out an individual block – using one hand only! – and place it on top of the tower without letting any of it tumble. It’s quite easy at first, but eventually friction and gravity will beat you.

Scene It?

Scene It? is a trivia game that requires a DVD player. The original game is all about movies. What makes Scene It? different from other trivia games is that there are video clips that you must watch attentively so you can answer follow-up questions correctly.

There are dozens of editions of this fun board game, so you can pick the one that your group of college students would like best. Subjects range from Marvel comics to Star Trek to Dr. Who to the Simpsons to Friends (the TV series) to FIFA (soccer) and much more.

You may have noticed that these fun board games for college students could almost all be placed in a party games category too. Many college students do like to party in their free time, so the games they like to play might as well be party games too.

Free Online Games – One Activity With Many Benefits

With a huge advancement in the world of technology, more and more people today prefer to spend their time over the web doing different kinds of activities. Going online and playing free online games is one of the most favorite activities millions of people across the world love to do when they have some vacant periods to enjoy. Whether you are a kid, a teenager or an adult – online gaming world has a lot to offer to you.

The availability of countless relaxing and brain-stimulating games has made it relatively simpler for everyone to make the most out of the online gaming world.

Although there is also a misconception about these games that they are addictive, this is also true that users can get a chance to enjoy unlimited benefits if games are played by them in moderation. When it comes to children, a kind of extra supervision is required. Here we have mentioned several major benefits of playing free online games.

• Many experts have already agreed on the fact that playing game is a finest way to relax your mind. You can play online games during your break to relax your mind or go with it at the eve after completing all jobs of the day. Many people love to get themselves involved in such games to beat the laziness of the boring hours.
• Playing such games also comes as a wonderful method to promote your learning and stimulate your brain while providing you with an excellent way to have fun. The proper usage of the formulating tactics to win the game helps online gamers to enhance their mental alertness. You can also spot several games designed with educational information like geography and history.
• The development of thinking and creativity skills can surprise you and the people around when you play an online game on regular basis. It also boosts the curiosity, which is known today as one of the most crucial factors in the brain development. You as a player get a chance to find out the solutions of the problem and make your way towards the final destination.
• The promotion of social interaction is another important benefit you will be able to enjoy. With online free games, you get a chance to connect with people from different age groups and nationalities. Yes, with this alternate, it’s easy for you to exchange your ideas with others. This will make your gaming experience more enjoyable than you have ever thought.
• The spirit of teamwork is also cultivated in you when you play free online games with your friends or people with same interests. You would be able to solve a problem collectively while playing multiplayer online games. You as a player get a chance to learn how to work in a team by sharing your ideas with each other.
• Playing free online games is also seen as a viable way to build a close relationship with your friends and family members.
• A sort of competitive spirit is also developed in the online gamers. Yes, the developed habit of winning and succeeding in the game helps you keep ahead even in your real life.

The Impact of Technology in the Classroom

How has the use of technology impacted teaching and learning in the PK-16 classroom?When is comes to behaviorism technology has made it even easier. It used to be just like Pavlov’s dog, when the student does something right they get praised verbally or with a good grade versus a treat or a scratch behind the ear. Shaping behavior is important and we need to ensure there is a baseline. Technology almost guarantees that specific learning will take place as the objectives are determined by the teacher. Teachers can set specific goals and the students will know what they need to do to get there. Benjamin Bloom first came up with the idea that the student will succeed in learning the task if they are given a specific time to do it. Technology allows for you to more easily chunk lessons into specific times. Students will perform better, especially when they succeed and get the praise of the teacher. Although the stimulus is provided by the teacher, it will do no good if the students do not receive it equally. (Snowman & Biehler, 2003)
Other ways computers assist is that they offer the ability for repetition and feedback to the student. Teachers can also incorporate the appropriate enforcer’s to the lesson whether it is text, video or audio. The student does the task right they can get a smiley face , text telling them they are “Correct” or audio saying “Good Job!”. (Parkay & Stanford 2004)Social Learning is learning occurs when students learn from each other whether it be through modeling, imitation or observing within the social context. How can you do that with technology? Normally the students work on their own computer, but you can have them do a group project. When students do a project together they will observe how other groups are proceeding and imitate them if it is working well. The teacher usually also models what they are requiring the students to accomplish. Even when working individually the students will assist each other as one knows more than another.There are cognitive factors in social learning as well as behaviorism. There is a clear line between learning by observation and student imitation. The cognitive process maintains that the attention of the student is the critical factor in the learning process. The expectations and consequences that are reinforced will bring about similar future behavior. (Ornstien & Lasley 2000)
Cognitive learning is learning that occurs when a learner process information. This is similar to behaviorism but the student has more input to accomplish how they reach the planned outcome. The teacher can model a project but the student may have other information that will aid them in accomplishing the outcome. An example would be how I instructed my students how to set up an Excel spreadsheet. I had them set up a basic spreadsheet showing how much their parents spent on them in a month. This was relevant to the students and caught their interest. They went beyond the initial project and had boarders, colors, etc. on their spreadsheets. The students who did this were praised aloud and the other students wanted to know what they did and how. This tied in the social learning as well as the behaviorism theory (Didn’t even realize it at the time).When is comes to designing and developing lessons to incorporate technology the constructionist have the nod. Seymour Papert of the MIT Media Lab stated,”Constructionism holds that children learn best when they are in the active role of the designer and constructor.” When the student is actively involved they have the buy-in to the success of the project or assignment. The students will be more apt to complete and learn more from it when they have some ownership. The students in turn will share their new found information when doing the assignment with the other students allowing for the constructionist learning. This form of teaching eliminates the grade and goes more with a go, no go process. Teachers assess the students by the completion of the assignment or lack of completion. This is better because of students being able to play a greater role in the process and assessing their own progress.We teach ourselves how to learn. This is the constructivism theory on how we learn. With technology this couldn’t be truer. Most students have a basic understanding of the computer. They can download songs, play games and set up Myspace web page. What they can not do is build a spreadsheet or power point presentation. The teacher will give them a basic understanding but the students will learn from trial and error and construct their own learning.History of the computer use in the classroom started off slow. Saloman and Globerson (1987) suggested that underachievement in schools is because of the lower expectations on the part of the teachers, parents, and society. That was because the teachers themselves really hadn’t been exposed to the marvels of what a computer and the associated software could do for them. The Commodore 64, Apple II along with the Macintosh began their strong emergence in the early 80′s. Software programmers had a vision about the computer and how it could be used in the classroom. They developed software that teachers could use along with their instruction. Apple began teaching the teachers and Macintosh soon followed suit. This was the beginning of incorporating the use of computers in the classroom. (Jonassen 2000)Using computers in the classroom allows for all the learning theories to come to fruition. A computer allows for the cognitive process to bloom and brings about the social learning as well. When a student is given an assignment or project on the computer they will strive to complete it. The different things they learn they will share with other students especially if they think it is the bomb, cool or whack. On the flip side it can inhibit learning if the student is completely computer illiterate as frustration sets in as they cannot proceed as well as others. The computer also allows the teacher to develop lessons for all the multiple intelligences.With the advances computers and programs are taking on a daily basis, it is allowing for more interaction in the classroom(s). It is even allowing students from different schools to interact. Technology also allows for time to be better utilized, the outcomes of the objectives to be more easily determined and goals easy to implement and automate.