CONCLUSION
Games extend beyond mere panacea for mathematics education. Instead, they are a powerful complement to
traditional pedagogies when strategically embedded in the curriculum and supported by teacher facilitation. The
growing body of research demonstrates their capacity to increase motivation, deepen conceptual understanding,
and foster collaborative and critical-thinking skills. However, persistent challenges in assessment, scalability,
equity, and sustainability remain unresolved. Therefore, future work should prioritize longitudinal studies to
evaluate lasting impacts and investigate adaptive and inclusive technologies. This includes refining frameworks
for teacher mediation to ensure that game-based learning translates from short-term engagement to durable
mathematical proficiency. Ultimately, realizing the full potential of games in mathematics requires balancing
innovation with rigor, ensuring that playful learning experiences are engaging, educationally meaningful, and
accessible to all learners.
REFERENCES
1. Anggraeni, G. (2021). Recreational Mathematics Activities to Enhance Students’ Mathematics
Achievement and Learning Motivation. In S. M.W. (Ed.), Journal of Physics: Conference Series (Vol.
1823, Issue 1). IOP Publishing Ltd. https://doi.org/10.1088/1742-6596/1823/1/012019
2. Aremu, A., & Adebagbo, A. (2021). Digital games for teaching and learning of mathematics in nigeria
schools. In Research Anthology on Developments in Gamification and Game-Based Learning (Vols. 3–
4, pp. 1242–1255). IGI Global. https://doi.org/10.4018/978-1-6684-3710-0.ch058
3. Castaneda, J. A. C., Lin, P.-C., Hung, P. C. K., Zhong, H.-X., Tseng, H.-A., Huang, Y.-F., & Ahmad, R.
(2025). Designing inclusive tech playful educative solutions for visually impaired learners in STEM
education. Smart Learning Environments, 12(1). https://doi.org/10.1186/s40561-024-00358-x
4. Fang, X., Ng, D. T. K., Tam, W. T., & Yuen, M. (2025). Design mobile computational thinking-integrated
mathematics lessons based on the 5E instructional model for primary students. Educational Technology
Research and Development. https://doi.org/10.1007/s11423-025-10513-x
5. Kaymakci Ustuner, K., Law, E. L.-C., & Li, F. W. B. (2023). Digital Educational Games with Storytelling
for Students to Learn Algebra. In A. N. J., K. L. M., P. H., P. A., & W. M. (Eds.), Lecture Notes in
Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in
Bioinformatics): Vol. 14145 LNCS (pp. 459–463). Springer Science and Business Media Deutschland
GmbH. https://doi.org/10.1007/978-3-031-42293-5_54
6. Li, J., Shin, J., Xue, J., Dawson, K., & Antonenko, P. D. (2025). Visuospatially Rich Math Games
Increase Anxiety in Children With Lower Visuospatial Working Memory Capacity. Mind, Brain, and
Education. https://doi.org/10.1111/mbe.70012
7. Martinez, J. S. G., Maza, E. J. R., Meza, A. J. N., Huamaní, E. L., & Meyluz, P. C. (2025). Implementation
of an Academic Software for Children from 6 to 8 Years Old for Easy Learning in Basic Mathematics
and Reading Comprehension. Journal of Advanced Research in Applied Sciences and Engineering
Technology, 45(2), 38–55. https://doi.org/10.37934/araset.45.2.3855
8. Mohd, C. K. N. C. K., Shahbodin, F., Sedek, M., & Samsudin, M. (2020). Game based learning for autism
in learning mathematics. International Journal of Advanced Science and Technology, 29(5), 4684–
4691.https://www.scopus.com/inward/record.uri?eid=2-s2.0-
85084646610&partnerID=40&md5=d970ee49db038060ffe80146c3974803
9. Moral-Sánchez, S. N., Sánchez-Compaña, M. T., & Romero, I. (2022). Geometry with a STEM and
Gamification Approach: A Didactic Experience in Secondary Education. Mathematics, 10(18).
https://doi.org/10.3390/math10183252
10. Pathania, M., Singh, C. P., Kaur, D. P., & Mantri, A. (2025). Effects of Self-Adaptive Approach of
Iterative Game Based Learning on Performance and Satisfaction of Elementary School Students in
Mathematics: An Action Research Field Experiment. SN Computer Science, 6(5).
https://doi.org/10.1007/s42979-025-04071-5
11. Pawa, S., Laosinchai, P., Nokkaew, A., & Wongkia, W. (2020). Students’ conception of set theory
through a board game and an active-learning unit. International Journal of Innovation in Science and
Mathematics Education, 28(1), 1–15. https://www.scopus.com/inward/record.uri?eid=2-s2.0-
85091358882&partnerID=40&md5=ba57256ed714d94e536814d5902d6c64