
INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN SOCIAL SCIENCE (IJRISS)
ISSN No. 2454-6186 | DOI: 10.47772/IJRISS | Volume IX Issue X October 2025
www.rsisinternational.org
games as complementary instructional tools rather than mere entertainment and guide students in reflecting on
their gameplay experiences to connect them with underlying mathematical principles. Continuous monitoring of
learners’ emotional responses can help teachers identify and support students who exhibit signs of mathematics
anxiety. Additionally, formative assessments should recognize creativity, persistence, and problem-solving
strategies rather than focusing solely on accuracy. When implemented thoughtfully, DGBL transforms the
mathematics classroom into a supportive, interactive, and confidence-building environment conducive to both
cognitive and emotional growth.
CONCLUSIONS
The transition from traditional to game-based mathematics learning represents a shift from performance-oriented
to process-oriented pedagogy. In traditional settings, fear of mistakes reinforces anxiety and disengagement.
DGBL reframes errors as opportunities for learning within a low-stakes environment. This change supports the
development of a growth mindset, where students perceive ability as improvable through effort. Furthermore,
DGBL encourages emotional resilience. Continuous interaction, feedback, and rewards promote dopamine-
mediated motivation that counteracts stress responses associated with mathematical problem solving. Empirical
evidence indicates that students engaged in game-based mathematics lessons report higher enjoyment and lower
test anxiety compared to those in lecture-based settings (Wardoyo et al., 2020).
Nonetheless, challenges remain. Access to digital devices, teacher training, and curricular integration require
institutional support. Additionally, excessive gaming without pedagogical structure may shift focus from
learning outcomes to entertainment. Effective implementation thus demands a balance between play and
pedagogy. Mathematics anxiety continues to impede students’ cognitive and emotional growth, limiting their
participation in STEM-related fields. Digital Game-Based Learning offers a promising intervention that
transforms how learners experience mathematics—from a source of fear to an avenue of exploration and mastery.
By leveraging interactivity, feedback, and narrative engagement, DGBL fosters motivation, concentration, and
self-efficacy while reducing the affective barriers that impede learning. Educators are encouraged to integrate
DGBL strategically into mathematics curricula, supported by teacher training and research on affective
outcomes.
Future studies should employ experimental designs to measure changes in anxiety levels and academic
performance, comparing different types of game mechanics and demographic groups. With thoughtful design
and implementation, DGBL can bridge cognitive engagement and emotional confidence—helping learners
overcome mathematics anxiety and build lasting positive attitudes toward the discipline.
ACKNOWLEDGMENT
The authors express their gratitude for the strong support of Universiti Teknologi MARA (UiTM), Johor
Branch, Pasir Gudang Campus in conducting this research.
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