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Encouraging Play Beyond Technology: A
Review of The Value of Games: Putting Play
Back into Practice for Children
By Phyllis Broughton
The author reviews a resource for anyone interested in engaging children in active, physical play.
Revisiting the world of play that preceded current technology-based activities, she recommends
the book as a great source of activities for parents, educators, youth- and senior-center leaders,
and grandparents.
Dotson, K. B. (2020). The Value of Games: Putting Play Back into Practice for Children. Rowman & Littlefield. 176
pages. ISBN 978-1-4758-4640-9
he title of this book captured my attention because children need to be outside
Tplaying with each other and using their imaginations rather than on the couch
with electronic gameboards on their laps and earphones to their ears. As an educator,
mother, and grandparent, I am always looking for a variety of games to get children
outside to play. Playing together helps individuals feel connected to one another
and supports a healthy, positive development of self. It promotes a sense of bonding
and relationship strengthening between parents and children, grandparents and
grandchildren, and educators and students.
The Value of Games: Putting Play Back into Practice for Children, published in
2020 by Dr. Kaye Dotson, is a collection of interactive games played by children prior
to the advent of technology-based games where today’s youngsters are sedentary
with videos, computer games, and electronic game boards. It contains a wide array
of games and provides many choices to “encourage camaraderie and friendship,
problem solving, physical activity, coordination, and social interactions” (p. 2).
This book is timely in that current research indicates that children are less
physically active and are more technology addictive than ever. The author provides
an assortment of games, songs, board games, and jump rope chants as examples for
engaging in interactive play among children. Many of the games in the book are
precursors of current technology games. One such game is “hide and seek,” which
is probably the forerunner of the computer game, Where in the World is Carmen
Sandiego (p. 2).
Many of the games in the book were contributed by educators who are Delta
Kappa Gamma Society International members and have many years of teaching
experience. The author is a member of Beta Upsilon Chapter in North Carolina State
Organization and has served in many positions, including chapter president. She
has been a school librarian, reading and telling stories to students for many years.
With two children and three grandchildren, she has been playing games since each
one’s birth, beginning with “Peek a Boo.” Her children, now grown, and her young
male grandchildren know the playful spirit and personality of both their parents and
grandparents. This spirit has provided a positive bond and connection among them
all. To this day, the author provides ghost stories, hikes in the woods, and lots of
opportunities to play together as a family!
68 The Delta Kappa Gamma Bulletin: International Journal for Professional Educators