
Table-top Games for Learning Designing and using tabletop games in learning, teaching & assessment
Posted by Andrew Walsh on 2025-05-27
Table-top Games for Learning
Designing and using tabletop games in learning, teaching & assessment
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Call For Papers for a special issue of Journal of Play in Adulthood
Guest Editors: Liz Cable & Laura Mitchell
Theme: Table-top Games for Learning: Designing and using tabletop games in learning, teaching & assessment.
Table-top games can be powerful tools for developing creativity, collaboration, and critical thinking in adult learning environments. This special issue invites explorations of how table-top game-based materials—from board games to role-playing systems—may enhance pedagogy, skill development, community-building, inclusivity, and engagement in formal and informal adult education. We seek interdisciplinary contributions that examine or critique the design, implementation, and impact of these materials, as well as their role in shaping playful, inclusive learning cultures.
Table-top games include any kind of analogue games played inside the classroom and around a table; including boardgames, card-games, escape games, investigative games, role-playing games, and those with some digital elements creating hybrid games for classroom play.
Some suggested subthemes
- Co-operative games and skills development e.g. teamwork, empathy and negotiation skills
- Using play to encourage creativity or problem solving
- Introducing and simulating real-world problems
- Building community and sense of belonging
- Game mechanics that support learning objectives
- Developing cognitive strategies through fictional case-work
- Learning from failures and playful prototypes or ‘game jams’
- Puzzle-based learning
- Using games for delivering assessments and as outputs for assessments
- Adapting & repurposing commercial games to meet learning outcomes
- Cultural and ethical considerations – addressing inclusivity, representation and accessibility in game-based learning materials
- Hybrid games – blending analogy games with digital tools or augmented reality
- Gamification vs Game-based Learning – critical discussion and analysis.
Instructions for authors
We invite you to submit a paper within the theme by 1st October 2025. Please contact the editors atl.cable@leedstrinity.ac.uk
Important Dates
Submission of papers – by 1st October 2025
Reviews done – by 1st December 2025
Initial revisions – by 31st January 2026
Further reviews and revisions if necessary – by 15th March 2026
Copyediting, typesetting etc – by 15th April 2026
Expected publication – by 31st May 2026 to celebrate UK Games Expo’s 20th year
Article length
Typically 5000-8000 words for academic articles (including references), but if you wish to submit something less conventional and more playful, please ask in advance. The full articles should adhere to the submission guidelines and processes outlined here:
https://www.
Copyright information
The Journal of Play in Adulthood makes content available on an open access basis, with the default of a CC-BY 4.0 licence. Authors retain their own copyright of submitted material, simply licencing the journal to publish. No fees are charged to read, or to publish in, the journal.