From Cards to Code: Gamified Learning with Card Games for Game Design, Algorithmic Thinking, Theory of Computation, and Project Planning

Gamification has proven to be an effective tool in enhancing engagement and learning across various disciplines, particularly in complex fields like computer science and project management. This paper explores a novel approach to teaching foundational concepts in game design, algorithmic thinking, t...

Full description

Saved in:
Bibliographic Details
Published inIEEE Global Engineering Education Conference pp. 1 - 9
Main Authors Elizalde, Lorena B. Martinez, Noguez, Carlos Astengo, Narvaez-Teran, Valentina, Cabazos, Maria Raquel Landa
Format Conference Proceeding
LanguageEnglish
Published IEEE 22.04.2025
Subjects
Online AccessGet full text
ISSN2165-9567
DOI10.1109/EDUCON62633.2025.11016357

Cover

Loading…
Abstract Gamification has proven to be an effective tool in enhancing engagement and learning across various disciplines, particularly in complex fields like computer science and project management. This paper explores a novel approach to teaching foundational concepts in game design, algorithmic thinking, theory of computation, and project planning through the use of card-based games. By blending gamification with pedagogical strategies, this approach simplifies complex topics and foster interactive, hands-on learning experiences for students and professionals alike. The central problem addressed by this research is the challenge of engaging students with abstract or technical concepts, such as algorithmic logic, regular expressions, and project management methodologies. Traditional lecture-based teaching methods often struggle to maintain interest and facilitate deep understanding in these areas. As a solution, card games offer an interactive, visual, and structured way to present these topics in a more accessible and enjoyable format. The gamified approach encourages participation, reinforces learning through repetition, and provides immediate feedback, all of which are key elements in promoting student success. This paper outlines the design, implementation, and testing of four card games, each focused on a specific educational domain. The game-on-game design introduces students to core principles like mechanics, dynamics, and aesthetics (MDA) through a series of design challenges and player interactions. The game on algorithmic thinking encourages players to solve problems step-by-step, mimicking the logic flow found in programming. For the theory of computation, a card game based on regular expressions and automata theory allows students to practice building and recognizing patterns. Finally, the game on project planning introduces learners to critical project management tools such as task delegation, resource allocation, and time management, using a scenario-based gameplay structure. The effectiveness of these card games was evaluated through a series of classroom activities involving students in computer science and project management courses. Results indicate that the gamified learning environment significantly improved students' engagement and retention of complex concepts. Students reported feeling more confident in applying algorithmic and computational logic to real-world problems, while the project planning game helped them better understand the intricacies of managing multiple tasks and resources under tight deadlines. In addition to increasing engagement, the games also promoted collaboration and critical thinking. Players often worked together to solve challenges, simulating the teamwork required in professional settings. Furthermore, the card-based format allowed for iterative learning, where students could revisit certain concepts multiple times in different contexts, reinforcing their understanding. In conclusion, this paper demonstrates that gamified learning through card games can effectively bridge the gap between theoretical knowledge and practical application in fields such as game design, algorithmic thinking, theory of computation, and project planning. By making complex ideas more approachable and engaging, this methodology has the potential to transform how these subjects are taught and learned, offering a scalable and adaptable solution for educators in various disciplines.
AbstractList Gamification has proven to be an effective tool in enhancing engagement and learning across various disciplines, particularly in complex fields like computer science and project management. This paper explores a novel approach to teaching foundational concepts in game design, algorithmic thinking, theory of computation, and project planning through the use of card-based games. By blending gamification with pedagogical strategies, this approach simplifies complex topics and foster interactive, hands-on learning experiences for students and professionals alike. The central problem addressed by this research is the challenge of engaging students with abstract or technical concepts, such as algorithmic logic, regular expressions, and project management methodologies. Traditional lecture-based teaching methods often struggle to maintain interest and facilitate deep understanding in these areas. As a solution, card games offer an interactive, visual, and structured way to present these topics in a more accessible and enjoyable format. The gamified approach encourages participation, reinforces learning through repetition, and provides immediate feedback, all of which are key elements in promoting student success. This paper outlines the design, implementation, and testing of four card games, each focused on a specific educational domain. The game-on-game design introduces students to core principles like mechanics, dynamics, and aesthetics (MDA) through a series of design challenges and player interactions. The game on algorithmic thinking encourages players to solve problems step-by-step, mimicking the logic flow found in programming. For the theory of computation, a card game based on regular expressions and automata theory allows students to practice building and recognizing patterns. Finally, the game on project planning introduces learners to critical project management tools such as task delegation, resource allocation, and time management, using a scenario-based gameplay structure. The effectiveness of these card games was evaluated through a series of classroom activities involving students in computer science and project management courses. Results indicate that the gamified learning environment significantly improved students' engagement and retention of complex concepts. Students reported feeling more confident in applying algorithmic and computational logic to real-world problems, while the project planning game helped them better understand the intricacies of managing multiple tasks and resources under tight deadlines. In addition to increasing engagement, the games also promoted collaboration and critical thinking. Players often worked together to solve challenges, simulating the teamwork required in professional settings. Furthermore, the card-based format allowed for iterative learning, where students could revisit certain concepts multiple times in different contexts, reinforcing their understanding. In conclusion, this paper demonstrates that gamified learning through card games can effectively bridge the gap between theoretical knowledge and practical application in fields such as game design, algorithmic thinking, theory of computation, and project planning. By making complex ideas more approachable and engaging, this methodology has the potential to transform how these subjects are taught and learned, offering a scalable and adaptable solution for educators in various disciplines.
Author Elizalde, Lorena B. Martinez
Noguez, Carlos Astengo
Narvaez-Teran, Valentina
Cabazos, Maria Raquel Landa
Author_xml – sequence: 1
  givenname: Lorena B. Martinez
  orcidid: 0009-0006-4024-4271
  surname: Elizalde
  fullname: Elizalde, Lorena B. Martinez
  organization: Tec de Monterrey,Department of Computer Science,Monterrey,Mexico
– sequence: 2
  givenname: Carlos Astengo
  orcidid: 0009-0001-2433-3817
  surname: Noguez
  fullname: Noguez, Carlos Astengo
  organization: Tec de Monterrey,Department of Sciences,Monterrey,Mexico
– sequence: 3
  givenname: Valentina
  orcidid: 0000-0003-2071-9568
  surname: Narvaez-Teran
  fullname: Narvaez-Teran, Valentina
  organization: Tec de Monterrey,Department of Computer Science,Monterrey,Mexico
– sequence: 4
  givenname: Maria Raquel Landa
  orcidid: 0000-0003-4940-0462
  surname: Cabazos
  fullname: Cabazos, Maria Raquel Landa
  organization: Tec de Monterrey,Department of Computer Science,Monterrey,Mexico
BookMark eNo1kE1PAjEQhqvRRET-gYd6d3H7vfVGlg9NiHDAM-luWyiyLemuMfwDf7YFdQ4zb2aeeSeZW3DlgzcAPKB8iFAunybj93LxxjEnZIhzzE5dxAkTF2AghSwIQYxIKotL0MOIs0wyLm7AoG13eQohJMV5D3xPY2hgqaJuYRdgGbR5hjPVOOuMhnOjond-A79ctz1Tp5lpoQ3xrODYtG7jH-FovwkxQY2r4Wrr_EfaekzKhHiEwSbj5vDZqc6FBCuv4TKGnak7uNwrfzpxB66t2rdm8Ff7YDWdrMqXbL6YvZajeeYk6TIpC0UYYlpJjFghKsMUrSqCrbYU1zVnllaEmoJqXlidiyolQmsrtdSYUdIH97-2zhizPkTXqHhc__-O_AAZj2a2
ContentType Conference Proceeding
DBID 6IE
6IL
CBEJK
RIE
RIL
DOI 10.1109/EDUCON62633.2025.11016357
DatabaseName IEEE Electronic Library (IEL) Conference Proceedings
IEEE Proceedings Order Plan All Online (POP All Online) 1998-present by volume
IEEE Xplore All Conference Proceedings
IEEE Electronic Library (IEL)
IEEE Proceedings Order Plans (POP All) 1998-Present
DatabaseTitleList
Database_xml – sequence: 1
  dbid: RIE
  name: IEEE Electronic Library (IEL)
  url: https://proxy.k.utb.cz/login?url=https://ieeexplore.ieee.org/
  sourceTypes: Publisher
DeliveryMethod fulltext_linktorsrc
Discipline Engineering
Computer Science
EISBN 9798331539498
EISSN 2165-9567
EndPage 9
ExternalDocumentID 11016357
Genre orig-research
GroupedDBID 6IE
6IL
6IN
AAWTH
ABLEC
ACGFS
ADZIZ
ALMA_UNASSIGNED_HOLDINGS
BEFXN
BFFAM
BGNUA
BKEBE
BPEOZ
CBEJK
CHZPO
IEGSK
M43
OCL
RIE
RIL
ID FETCH-LOGICAL-i93t-998a3515da921587be5a4bb32fdf42cc65f4b34e84d68fd07bfd034cf9d9d2543
IEDL.DBID RIE
IngestDate Wed Aug 27 01:48:54 EDT 2025
IsPeerReviewed false
IsScholarly false
Language English
LinkModel DirectLink
MergedId FETCHMERGED-LOGICAL-i93t-998a3515da921587be5a4bb32fdf42cc65f4b34e84d68fd07bfd034cf9d9d2543
ORCID 0000-0003-2071-9568
0000-0003-4940-0462
0009-0001-2433-3817
0009-0006-4024-4271
PageCount 9
ParticipantIDs ieee_primary_11016357
PublicationCentury 2000
PublicationDate 2025-April-22
PublicationDateYYYYMMDD 2025-04-22
PublicationDate_xml – month: 04
  year: 2025
  text: 2025-April-22
  day: 22
PublicationDecade 2020
PublicationTitle IEEE Global Engineering Education Conference
PublicationTitleAbbrev EDUCON
PublicationYear 2025
Publisher IEEE
Publisher_xml – name: IEEE
SSID ssj0000779420
Score 1.9089991
Snippet Gamification has proven to be an effective tool in enhancing engagement and learning across various disciplines, particularly in complex fields like computer...
SourceID ieee
SourceType Publisher
StartPage 1
SubjectTerms card games
computer science
educational innovation
Games
Gamification
higher education
Logic
Planning
Project management
Software engineering
Teamwork
Technological innovation
Testing
Transforms
Visualization
Title From Cards to Code: Gamified Learning with Card Games for Game Design, Algorithmic Thinking, Theory of Computation, and Project Planning
URI https://ieeexplore.ieee.org/document/11016357
hasFullText 1
inHoldings 1
isFullTextHit
isPrint
link http://utb.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwjV1LS8NAEF7Ug-ilWiu-GcFj0ybZzcubVGsRrB4UvJVsdlaKNpGaXvwF_mx3NokvELyEJdnAsDPJzszO9w1jJwkRrBjDdYRGYQKU2HWk5GYUhzKOtOJcEnb4ehyO7sXVQ_BQg9UtFgYRbfEZ9mhoz_JVkS0oVdb3KNTkQbTMlk3kVoG1PhMqbmRMy3dX2XHNo9mn3jU3Y6Jb4SYQ9INe8_6PTip2Ixm22LgRoaofeeotStnL3n6xM_5bxg3W-cLswe3nbrTJljBvs1bTtAHqb7jN1r8xEG6x9-G8mMGAkFdQFjAoFJ7CZTqbauOaQk2--giUrbWz6Bm-gvF07QjObQFIF86eH4u5mTSbZkCtQCkB34UK-A-FhkoOawVdSHNFolIGCJqmSR12N7y4G4ycujmDM0146ZgoLeXGF1JpYpyGOJIYpMJo2ddKCz_LwkALo3OMhQpjrdxImgsXmU5UogiAv81W8iLHHQZUiZPRT9lzUSg_lJHrIUflY6pDjt4u69AyT14q-o1Js8J7f9zfZ2ukbTry8f0DtlLOF3hoPIdSHlmL-QCtZcJJ
linkProvider IEEE
linkToHtml http://utb.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwjV1LT9tAEB4VKkF7oaVBhUI7SBzjYHvXr95QIA0UAodU4hZ5vbMoahOj4Fz6C_jZ7KxtHpUqcbFW9soa7Yy9M7PzfQNwkDHBijVcTxqSNkBJfU8pYUdprNLEaCEUY4cvRvHwlzy7jq4bsLrDwhCRKz6jHg_dWb4uiyWnyg4DDjVFlKzAW7vxR0EN13pMqfiJNa7QX4P9hknzkLvXXI6YcEXYUDCMeu0bXvRScVvJYANGrRB1Bcnv3rJSveLvP_yMr5byA3SeUHt49bgffYQ3NN-EjbZtAzZf8Sa8f8ZB-AnuB4tyhn3GXmFVYr_U9B1_5LOpsc4pNvSrN8j5WjeLn9EdWl_XjfDYlYB08ejPTbmwk2bTArkZKKfgu1hD_7E0WMvh7KCL-VyzqJwDwrZtUgfGg5Nxf-g17Rm8aSYqz8ZpubDekM4z6zakiaIol1bPodFGhkURR0ZarVMqdZwa7SfKXoQsTKYzzRD8LVidl3P6DMi1OAX_lgOfpA5jlfgBCdIh5SYWFGxDh5d5clsTcEzaFd75z_1vsD4cX5xPzk9HP7_AO9Y8HwCF4S6sVosl7Vk_olJfnfU8APpzxZI
openUrl ctx_ver=Z39.88-2004&ctx_enc=info%3Aofi%2Fenc%3AUTF-8&rfr_id=info%3Asid%2Fsummon.serialssolutions.com&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=proceeding&rft.title=IEEE+Global+Engineering+Education+Conference&rft.atitle=From+Cards+to+Code%3A+Gamified+Learning+with+Card+Games+for+Game+Design%2C+Algorithmic+Thinking%2C+Theory+of+Computation%2C+and+Project+Planning&rft.au=Elizalde%2C+Lorena+B.+Martinez&rft.au=Noguez%2C+Carlos+Astengo&rft.au=Narvaez-Teran%2C+Valentina&rft.au=Cabazos%2C+Maria+Raquel+Landa&rft.date=2025-04-22&rft.pub=IEEE&rft.eissn=2165-9567&rft.spage=1&rft.epage=9&rft_id=info:doi/10.1109%2FEDUCON62633.2025.11016357&rft.externalDocID=11016357