Abstract
This paper explores the application of a logic model that underpins the design and development of a collectible card game for the purpose of teaching children cybersecurity content. This work centered on playing a collectible card game, similar to Pokémon, Magic, The Gathering, and Yu-Ghi-Oh! and involved the PI of the project and graduate students working with children mostly in middle school grades (6 – 8). Here we offer the ways this model described and explained the design, development, and implementation of this project. Here we also explore the outcomes of the research related to the project and the implications of this work for future efforts and how this work may resonate with others in the fields of educational psychology, learning game development, and instructional design.
Recommended Citation
Thomas, M. K., & Emerling, C. (2026). A Logic Model for a Collectible Card Game for Cybersecurity Learning. Games in Learning and Teaching, 2(1). Retrieved from https://newprairiepress.org/gilt/vol2/iss1/1
Included in
Curriculum and Instruction Commons, Cybersecurity Commons, Educational Psychology Commons, Educational Technology Commons, Instructional Media Design Commons


