Gamified Learning and Instructional Analogies for Theory of Computing Courses

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Authors: Robert M. Belcher, Wesley P. Yeatman, Ryan Edward Dougherty
Cited by: 0
References: 10

Abstract

Theory of Computation (ToC) is fundamental but notoriously challenging for undergraduates, often resulting in high dropout rates and low engagement. In this paper, we argue that incorporating gamification and carefully chosen analogies can significantly improve student comprehension and motivation in ToC and related theoretical computer science topics. Drawing on constructivist and experiential learning theories, we present a position that game-based activities and concrete analogical models help students actively construct understanding of abstract concepts. Building on prior literature and classroom experience, we propose a reusable curricular framework that organizes revised games and analogies across major ToC topics—regular and context-free languages, Turing machines, and decidability. For each topic, we outline an in-class gamified activity or analogy and summarize these methods and their pedagogical usage in a structured table. Our position is that these approaches are pedagogically effective and adaptable for enhancing instruction across upper-level theoretical computer science courses.

Fields of Study & Subjects

Educational Games and Gamification Teaching and Learning Programming Innovative Teaching Methodologies in Social Sciences

Publication details

Journal / source
ACM Technical Symposium on Computer Science Education (SIGCSE)
Pages
107–113
Publication date
13 February 2026
Language
EN