With the development of educational ideas, practical puzzles emerged as a new cultural vehicle and mode of education in recent times. Game teaching itself is full of interest, interaction and collaboration, which greatly benefits the development of self-directed learning of student interests. At the same time, with the deepening of curriculum reform in colleges and universities, according to the “Science, Technology, Engineering, Art, Mathematics” (STEAM) concept, practical puzzle games including board games combined with professional basic courses will give them educational and social values which also leads to a concept of “teach through lively activities”. From the perspective of teachers and students, the paper further improves the application of tabletop gaming education for the teaching of professional courses in colleges and universities. This improvement will be basically achieved by providing feedback on learning from three aspects: pre-class preview, in-class teaching, and after-class review.