INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN SOCIAL SCIENCE (IJRISS)
ISSN No. 2454-6186 | DOI: 10.47772/IJRISS | Volume IX Issue X October 2025
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Overcoming Mathematics Anxiety Through Digital Game-Based
Learning: Bridging Cognitive Engagement and Emotional
Confidence
Nor Kamariah Binti KasminBajuri
1*
, Muhammad Arif Amirun Bin Baharuddin
2
, Ilyas Iskandar Bin
Jumarin
2
, Syed Muhammad Harith Bin Wan Ibrahim
2
1
Faculty of Computer and Mathematical Sciences, University Technology Mara, Johor Branch, Pasir
Gudang Campus, 81750 Masai, Johor, Malaysia.
2
Faculty of Mechanical Engineering, University Technology Mara, Johor Branch, Pasir Gudang
Campus, 81750 Masai, Johor, Malaysia.
* Corresponding Author
DOI:
https://dx.doi.org/10.47772/IJRISS.2025.910000372
Received: 15 October 2025; Accepted: 22 October 2025; Published: 12 November 2025
ABSTRACT
Mathematics anxiety has long been identified as a psychological barrier that undermines students’ confidence,
motivation, and academic performance. Traditional interventions have focused primarily on pedagogical
modifications and affective counseling, yet technological innovations now present new opportunities for
addressing the emotional dimensions of learning mathematics. Digital Game-Based Learning (DGBL) has
emerged as a promising approach to enhance engagement, self-efficacy, and conceptual understanding while
reducing anxiety. This paper examines the role of DGBL in mitigating mathematics anxiety through cognitive,
emotional, and behavioral mechanisms. By integrating findings from prior studies on game-based learning,
digital engagement, and mathematics pedagogy, it proposes a conceptual model illustrating how interactive,
feedback-driven learning environments can transform students’ attitudes toward mathematics.
Recommendations for educators and researchers are discussed to guide future implementations of DGBL in
mathematics education.
Keywords Mathematics anxiety, digital game-based learning, engagement, motivation, self-efficacy,
affective learning
INTRODUCTION
Mathematics anxiety is an enduring challenge that affects learners’ cognitive functioning and emotional
regulation during problem-solving tasks. Students who experience high levels of mathematics anxiety often
exhibit avoidance behaviors, low self-confidence, and poor academic outcomes. Such anxiety not only influences
performance but also restricts long-term educational and professional aspirations, particularly in fields requiring
quantitative reasoning (Serin, 2023). Conventional classroom practices that emphasize speed, competition, and
error-free performance may unintentionally heighten anxiety. Consequently, educators are increasingly adopting
learner-centered and technology-enhanced approaches to create emotionally supportive environments. Among
these innovations, Digital Game-Based Learning (DGBL)which integrates educational content into interactive
digital gameshas gained attention for its ability to stimulate intrinsic motivation and emotional engagement
(Zheng et al., 2024; Wardoyo et al., 2020). The purpose of this paper is to explore how DGBL can be leveraged
to overcome mathematics anxiety. It discusses the theoretical and empirical foundations linking DGBL to
affective learning outcomes and proposes strategies for designing anxiety-reducing game environments in
mathematics education.
LITERATURE REVIEW
Mathematics anxiety is defined as a state of tension and fear that interferes with number manipulation and
INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN SOCIAL SCIENCE (IJRISS)
ISSN No. 2454-6186 | DOI: 10.47772/IJRISS | Volume IX Issue X October 2025
Page 4498
www.rsisinternational.org
mathematical problem solving. It may stem from negative classroom experiences, high parental or societal
expectations, and the stereotype that mathematics is inherently difficult. Serin (2023) identified cultural
perceptions and educational practices such as time-pressured tests and rigid assessment systems. These
considered as contributors to heightened anxiety levels.
This anxiety has been shown to impair working memory and attention, disrupt information processing, and
reduce persistence in challenging tasks. Students with persistent mathematics anxiety often adopt fixed mindsets,
believing that mathematical ability is innate and unchangeable. Over time, this mindset reinforces avoidance
behaviours and reduces opportunities for practice, creating a self-perpetuating cycle of fear and
underachievement.
CONCEPTUAL FRAMEWORK: DGBL AND ANXIETY REDUCTION
The proposed framework illustrates the pathways through which DGBL mitigates mathematics anxiety.
1. Cognitive Engagement: Interactive gameplay enhances concentration and reduces intrusive anxious
thoughts by immersing learners in problem-solving activities.
2. Motivational Reinforcement: Immediate feedback and adaptive difficulty sustain interest and persistence,
replacing fear of failure with a sense of progress.
3. Affective Regulation: Positive emotions, such as curiosity and enjoyment, counterbalance anxiety,
promoting confidence in mathematical reasoning.
4. Social Interaction: Multiplayer or collaborative game modes promote peer support and normalize
mistakes as part of learning.
Through these mechanisms, DGBL creates a psychologically safe learning space where students can develop
competence and self-efficacy whereby key factors in overcoming mathematics anxiety.
Digitalgame-Based Learning (Dgbl)
DGBL represents the integration of gaming mechanics such as challenges, feedback, rewards, and narratives
which convert into educational contexts to promote meaningful engagement. Prensky (2001) and later studies
conceptualized DGBL as an instructional method that aligns cognitive challenge with enjoyment, allowing
students to construct knowledge through experiential play.
Empirical evidence indicates that DGBL improves learning outcomes across various subjects by fostering
motivation and active participation. Zheng et al. (2024) demonstrated that DGBL significantly enhanced
students’ digital literacy and engagement, while Wardoyo et al. (2020) found that game-based learning increased
academic performance and critical thinking in higher education contexts.
In mathematics education, DGBL promotes conceptual understanding by transforming abstract problems into
interactive visual scenarios. Through repetitive, low-stress engagement, learners build fluency and confidence
without the punitive pressures of traditional assessments. Some examples of interface of DGBL using Canva are
shown in Fig. 1-3 below.
Fig. 1 Main interface of the DBGL
INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN SOCIAL SCIENCE (IJRISS)
ISSN No. 2454-6186 | DOI: 10.47772/IJRISS | Volume IX Issue X October 2025
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Fig. 2 There are three level of the DBGL: beginner, intermediate and mastery
Fig. 3 Examples of question in the DBGL
Implementation. Strategies
Three theoretical frameworks explain the relationship between DGBL and anxiety reduction:
1. Constructivist Learning Theory Learners actively construct knowledge by interacting with meaningful
contexts. DGBL situates mathematical problems within relatable, playful environments that encourage
experimentation without fear of failure.
2. Flow Theory (Csikszentmihalyi, 1990) Games can elicit a state of “flow,” where challenge and skill
are balanced, reducing self-consciousness and anxiety.
3. Self-Determination Theory (Deci & Ryan, 2000) By satisfying autonomy, competence, and relatedness
needs, DGBL fosters intrinsic motivation that counteracts avoidance behaviour.
These frameworks collectively illustrate how DGBL supports both the cognitive and emotional aspects of
learning mathematics. Effective implementation of DGBL requires careful integration of pedagogy and design.
Games should align with curriculum objectives, provide scaffolded challenges, and deliver instant feedback.
Teachers should facilitate debriefing sessions, encourage reflection, and assess not only outcomes but also
emotional growth. Case studies indicate that such integration increases student engagement and reduces math-
related stress.
The effective implementation of Digital Game-Based Learning (DGBL) requires careful alignment between
pedagogical objectives and game design elements. Educational games should embed mathematical concepts
within authentic, story-based challenges that mirror real-world contexts. These games must also incorporate
adaptive levels of difficulty to accommodate different learner abilities and provide immediate, constructive
feedback that emphasizes progress rather than punishment for mistakes. Visual, auditory, and interactive
elements should be thoughtfully integrated to address diverse learning preferences and promote deeper
engagement. A well-designed DGBL environment not only captures learners’ attention but also scaffolds their
conceptual understanding of mathematics through repetitive yet enjoyable practice.
Equally important is the teacher’s role in facilitating game-based learning. Educators should introduce digital
INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN SOCIAL SCIENCE (IJRISS)
ISSN No. 2454-6186 | DOI: 10.47772/IJRISS | Volume IX Issue X October 2025
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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 mathematicsfrom 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 confidencehelping 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.
REFERENCES
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