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Rio Grande Games Bohnanza

Mindprint Rating

Tags

Mathematics ^21st Century Skills Social-Emotional Learning MS/HS/College Game

Skills

Flexible Thinking Organization Working Memory Social Awareness Abstract Reasoning

Mindprint Expert Review

Pros

  • This game gives a hands-on experience with real-life skills like investing in the future, planning and negotiating.
  • Students can comfortably apply reasoning skills to their negotiations since there is no right answer.
  • Students learn to appreciate when to cooperate and when to compete.

Considerations

  • The rules are complicated and even an adult may needs to play a few times to fully understand all of the rules.
  • Since players benefit from working together to block each other, the game could result in hurt feelings with sensitive children.
  • The board and cards may have a bit too many images for children with visual weaknesses.

Mindprint Expert Review

This is a unique game that teaches students strategy, planning and negotiation skills. Using illustrated playing cards with 11 different types of beans and coins, players plant beans on pretend farms, trade beans they can’t use, and sell beans for profit. The winner is the one with the most gold coins. Teachers and parents can use this game to give students a "hands-on" way to learn about farming and general business planning. The tricky yet compelling part of the game is trying to work with other farmers and following the strict rules about planting a bean, harvesting a crop, and trading beans.

Academic Benefits

Improves academic skills

  • Provides sufficient and varied types of practice problems to maximize understanding and generalization of the targeted skill/concept
  • Manufacturer claims alignment with Common Core/Known Standards
  • Presents educational concepts accurately
  • Explains answers so students can learn from mistakes
  • Better for teaching the skill to new or struggling learners
  • Better for practicing or refreshing the skill
  • Skills are practiced through authentic, meaningful problems (not just rote practice)

Fun

Engaging for the Mindprint recommended age range

  • Appropriate for a broad age range to use and enjoy
  • Visually appealing to children in the target age range
  • Adults would enjoy playing with a child
  • For electronic games, gives positive or encouraging feedback
  • Offers ongoing, progressive challenge
  • Overall - Enjoyable. Given the option, students would choose this option

Easy to Use

Understandable for children in the Mindprint recommended age range

  • Provides teaching guidance for adults to support the child and set appropriate goals
  • Student should be able to use independently after first use
  • Student graduates to the next level or topic only after meeting a benchmark
  • Can effectively understand and monitor student's progress (email report or in product)
  • Does not require excessive set-up time after first time use
  • Can be fun as a single player game
  • Multi-player game which fosters collaboration or cooperation
  • Well-made for the cost
  • For electronic games, can play without sound
  • For electronic games, allows user to save work
  • For electronic games, voice/sounds are appealing and pronounces words properly
  • Provides options to play in languages other than English/Good for ELL
  • Presents information in multiple formats (voice over, pictures and text, etc.)
  • Overall - Easy to use

Cognitive Concerns

May not be advisable for students with the following cognitive needs

  • Attention
    • Directions may be confusing for students using independently
    • Visually distracting with too many pictures, problems or moving objects
    • Requires recall of text information without audio or visual reinforcement
  • Organization
    • Requires recall of spoken information without text or visual cues
    • Directions may be confusing for students using independently
  • Self-regulation
    • Multi-player activity that requires cooperation or has potential for disagreements
    • Multi-player activity with a clear 'winner' and 'loser'
  • Social Awareness
    • Multi-player activity that requires cooperation or has potential for disagreements
    • Multi-player activity with a clear 'winner' and 'loser'
  • Verbal Memory
    • Requires recall of spoken information without text or visual cues
    • Requires recall of text information without audio or visual reinforcement
    • Requires remembering a series of numbers or completing mulitple steps using numbers
    • Assumes specific knowledge or vocabulary without "look-up" options
  • Verbal Reasoning
    • Directions may be confusing for students using independently
    • Assumes specific knowledge or vocabulary without "look-up" options

Manufacturer Description

Ever imagined you were a bean farmer. Sure, who hasn't. You got your Red beans, your green beans, your black-eyed beans, your coffee beans. But where to plant them. In this card game, smart sowing lets you reap big rewards. Plant The beans you do want, and trade the beans you don't want to the other players. Adding to the realism of the game, The one who ends up with the most money wins. Comes with 154 bean cards, 7 third bean field cards and a Rule booklet. Imported from Germany. For 2 to 7 players.