Board Games and Executive Functions
Board games and executive functions: a neuroeducational tool to improve attention, behaviour and coexistence
Board games are one of the most comprehensive tools for training executive functions, improving emotional regulation and strengthening coexistence in the classroom. Their pedagogical potential has been supported by research in neuroscience, cognitive psychology and education, which converge on an essential point: play generates the optimal mental state for learning.
The brain in play mode: motivation, attention and regulation
According to neuroscientist Adele Diamond, executive functions develop best in activities that combine positive emotion, movement, challenge and regulation. Board games introduce these elements naturally:
There are rules, turns, surprises, strategy, negotiation and self-control.
When students play, dopaminergic circuits related to motivation and memory are activated, which facilitates sustained attention and deep learning.
Researchers like Philip Zelazo emphasize that games requiring rule changes, remembering steps or inhibiting impulsive responses promote the maturation of the frontal lobe, key to behaviour and decision-making.
Training executive functions without the student perceiving it as effort
Board games allow training:
- Inhibitory control
- Working memory
- Cognitive flexibility
- Planning
- Perspective-taking
- Frustration tolerance
Each of these skills supports:
- Academic performance,
- Coexistence,
- Self-regulated behaviour,
- Understanding and problem-solving.
While playing, students practice these competencies continuously and pleasantly, generating emotionally meaningful learning.
Why do games improve coexistence?
Many games require cooperation, negotiation, communication and agreements.
Students practice:
- Patience.
- Emotional expression
- Repair after mistakes.
- Respect for boundaries.
All this without experiencing it as a “sermon”, because play offers a safe context for experimenting and correcting.
Furthermore, pedagogical literature (Bruner, Berk, L’Ecuyer) highlights that play creates positive bonds, fundamental for self-esteem, regulation and group wellbeing.
Recommended games by cognitive competencies
- Inhibition: Dobble, Fantasma Blitz, Simon Stop
- Working memory: Cortex Challenge, Memory, Tam Tam
- Cognitive flexibility: Set, Uno, Kaleidos Junior.
- Planning: Ubongo, Magic Labyrinth, Katamino
- Cooperation: Outfoxed, Zombie Kidz, Mysterium Kids
What matters is not the game itself, but the educational intention: what we train, how we guide and how we reflect with students.
Practical classroom integration
Board games can become:
- Routines and coexistence activities
- Executive pauses for self-regulation
- Mentoring spaces
- Cross-grade projects
- Activities to improve emotional climate
- Class opening or closing moments.
They are versatile, accessible and highly effective even in complex groups.
