A growing interest in the use of games-based approaches for learning has been tempered in many sectors by budget or time constraints associated with the design and development of detailed digital simulations and other high-end approaches. However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively – involving simple card, board or indoor/outdoor activity games.  New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and work-based learning or training). Together, the chapters provide a wealth of evidence-based ideas for the teacher, tutor, or trainer interested in using games for learning, but turned off by visible high-end examples.

An editors’ introduction pulls the collection together, identifying shared themes and drawing on the editors’ own research in the use of games for learning. The book concludes with a chapter by a professional board game designer, incorporating themes prevalent in the preceding chapters and reflecting on game design, development and marketing in the commercial sector, providing valuable practical advice for those who want to take their own creations further.

chapter |4 pages


chapter 1|15 pages

Dicing with Curricula

The Creation of a Board Game to Speed up the Course Creation Process

chapter 7|17 pages

Adventure Initiative Games

Playing towards Social Competence

chapter 8|13 pages

An Artist's Approach to Board Games

chapter 12|15 pages

Contexts and Concepts

Crafty Ways to Consider Challenging Topics

chapter 13|19 pages

Building Soma

The Development, Release and Postmortem of Healing Blade, a Novel Infectious Disease Card Battle Game

chapter 14|12 pages

Designing Card and Board Games