S. Johnson
2026.1.2PRIMUS
tlooto Summary
A case study of using in-class learning activities, based off of popular card games, within an Introduction to Mathematics of Computer Science course, which increased students' understanding of course content.
Abstract
Utilizing active learning, especially game- based learning, within a mathematics classroom can help increase retention, motivation, and overall positive emotions about mathematics. This article presents a case study of using in-class learning activities, based off of popular card games, within an Introduction to Mathematics of Computer Science course. Throughout the paper, games are presented and student feedback is summarized. All games increased students' understanding of course content. These games can be adapted to any undergraduate mathematics course.
Citation format
JOHNSON, S. Game-based learning in an introduction to mathematics of computer science course: A case study. PRIMUS, 2026, 36(1): 100–113.