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ISSN No. 2454-6186 | DOI: 10.47772/IJRISS | Volume IX Issue XXVII November 2025 | Special issue
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Learn Mathematics through Games: Prospects and Concerns:
Comprehensive Mini Review
Indirani Munusamy
1
, Mohd Faizal Nizam Lee Abdullah
2*
, Shahrul Amri Mohamad
3
1,2
Mathematics Department, Faculty of Science and Mathematics, Sultan Idris Education Universiti,
Malaysia
3
School of Educational Studies, Universiti of Science Malaysia
*
Corresponding Author
DOI: https://dx.doi.org/10.47772/IJRISS.2025.927000004
Received: 10 November 2025; Accepted: 16 November 2025; Published: 26 November 2025
ABSTRACT
Mathematics is a core discipline essential for problem-solving, science, and technology. Nonetheless, it is
frequently perceived by learners as abstract, complex, and disconnected from real-world applications. In
response, researchers have increasingly explored game-based learning as a strategy to enhance motivation,
engagement, and conceptual understanding. Evidence highlights the potential of both traditional and digital
games to foster persistence, collaboration, and critical thinking. However, concerns remain regarding superficial
learning, over-reliance on extrinsic rewards, and limited evidence of long-term gains. Correspondingly, this mini-
review synthesizes research published between 1985 and 2025, encompassing 597 Scopus-indexed articles that
examine mathematics games across manipulative-based, digital, and serious three-dimensional(3D) formats. In
particular, three thematic areas are addressed: the role of games in enhancing learner motivation and engagement,
their effectiveness in supporting mathematical understanding, and the challenges of implementation, assessment,
and equity. Findings suggest that games, when carefully designed and aligned with curricular goals, can
complement traditional instruction by making abstract concepts more accessible and meaningful. Nevertheless,
persistent issues related to scalability, teacher facilitation, and inclusivity highlight the need for further empirical
research, particularly longitudinal studies, to establish the durability of learning outcomes. Moreover, this review
concludes that while games are not a panacea, they are a powerful pedagogical tool that, when strategically
implemented, can enrich mathematics education and foster the development of 21st-century skills.
Keywords: Digital, Science, Technology, Engineering, and Mathematics (STEM), Game-based learning
INTRODUCTION
Mathematics is a foundational discipline that underpins scientific, technological, and everyday problem-solving
skills (Yifan et al., 2024). Still, for many learners, mathematics is often perceived as abstract, complex, or
disconnected from real-world applications (Aremu & Adebagbo, 2021). In recent years, educational researchers
have sought innovative strategies to address this challenge, with game-based learning emerging as a promising
approach (Vanš, 2023). Notably, both digital and traditional games have been demonstrated to foster
engagement, motivation, and active participation, making them particularly relevant in an era where interactive,
learner-centered pedagogies are increasingly emphasized.
The integration of games into mathematics education, however, is not without debate. While numerous studies
highlight their benefits in improving conceptual understanding and retention, others question whether games
merely enhance short-term motivation without producing lasting gains in mathematical proficiency. Divergent
perspectives also exist regarding the types of games most effective for learning. Some advocate digital and
adaptive platforms that personalize instruction, while others emphasize the collaborative and critical-thinking
benefits of traditional board and card games (Pawa et al., 2020). Together, these debates reflect broader
INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN SOCIAL SCIENCE (IJRISS)
ISSN No. 2454-6186 | DOI: 10.47772/IJRISS | Volume IX Issue XXVII November 2025 | Special issue
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unresolved questions in the field, including the extent to which games align with curricular standards, the role
of teacher mediation, and the scalability of game-based interventions across diverse learning contexts.
The primary aim of this mini review is to synthesize current evidence on the integration of games into
mathematics learning, highlighting both their pedagogical potential and limitations. Specifically, it addresses
three key thematic areas: (1) the impact of games on learner motivation and engagement, (2) the effectiveness
of game-based approaches in developing mathematical understanding, and (3) the challenges and limitations,
including issues of assessment, implementation, and accessibility. By critically examining these dimensions, this
review seeks to clarify the current state of knowledge, identify gaps warranting further investigation, and offer
insights into how games can be strategically integrated into mathematics education.
Ultimately, the review argued that, while games are not a panacea, they can be a valuable complement to
traditional teaching methods when thoughtfully designed and implemented (Su et al., 2025). In essence, the
conclusions drawn here emphasize the need for continued research on long-term outcomes, adaptive learning
technologies, and the role of teacher facilitation in maximizing the educational benefits of mathematics through
games.
The integration of games into mathematics education offers promising opportunities to enhance student
engagement and motivation (Anggraeni, 2021). Gamification techniques, such as incorporating problem-based
digital activities, can significantly enhance students’ game-like experiences and their intrinsic drive to actively
participate in learning, addressing common issues such as passivity and a lack of interest in traditional math
instruction (Pawa et al., 2020). Furthermore, these approaches foster improved knowledge retention,
personalized learning paths, and the development of cognitive skills such as critical thinking and problem-
solving. It also reduced mathematics anxiety through enjoyable, repetitive practice in a relaxed environment.
Additionally, games encourage collaborative teamwork, creative exploration of concepts, and self-initiated
learning, potentially leading to better academic performance and 21st-century skill development such as
perseverance and independence (Mohd et al., 2020).
However, several concerns arise regarding the use of games in mathematics education (Tee & Song, 2024) that
warrant careful consideration. One major issue is the risk of superficial learning, in which students may prioritize
achieving rewards, scores, or rankings over genuine understanding of mathematical concepts. This potentially
leads to addiction-like behaviors tied to game mechanics rather than educational depth. Implementation
challenges also include the necessity for robust pedagogical design. Without it, gamification may fail to motivate
effectively or align with curriculum goals, leading to boredom, reliance on extrinsic rewards, or distractions from
core content. Moreover, there is a noted lack of comprehensive empirical evidence on long-term effects,
alongside potential issues such as resource limitations (e.g., technology access) and the possibility that not all
students benefit equally. All these could exacerbate inequalities or hinder broader applicability across diverse
classroom settings.
METHODS
A comprehensive literature search was conducted in Scopus, selected for its wide coverage of peer-reviewed
publications across education, technology, and Science, Technology, Engineering, and Mathematics (STEM)
disciplines. The search combined controlled vocabulary and free-text terms using the following Boolean string:
("mathematics" OR "math" OR "numeracy" OR "arithmetic") AND ("education" OR "learning" OR "instruction"
OR "teaching") AND ("games" OR "play" OR "gamification" OR "simulation") AND ("engagement" OR
"motivation" OR "participation" OR "interaction") AND ("assessment" OR "evaluation" OR "feedback" OR
"performance")
The search was restricted to studies published between 1985 and 2025, reflecting four decades of research
development. This process initially retrieved 597 articles. Consequently, all records were screened against
eligibility criteria to ensure relevance and methodological rigor.
INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN SOCIAL SCIENCE (IJRISS)
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Inclusion Criteria
Studies were included if they:
1. Examined mathematics-related games in any form, including manipulative-based, digital/virtual, or 3D
serious games.
2. Focused on the use of game-based approaches in mathematics or broader STEM education.
3. Provided an analysis of the benefits, limitations, or pedagogical potential of game-based learning in
mathematics.
4. Were published in peer-reviewed journals and written in English.
Exclusion Criteria
Studies were excluded if they:
1. Were published in languages other than English.
2. Addressed mathematics education without explicit incorporation of a game-based learning or
gamification component.
3. Consisted of grey literature (e.g., conference abstracts, dissertations, unpublished reports), in order to
ensure methodological rigor and reliability of findings.
DISCUSSION AND RESULTS
Figure 1 : Learn Mathematics through games generated by Scopus AI Analyzer
Current Status of Learning Mathematics Through Games : Educational Strategy Themes
Learning mathematics through games has gained increasing attention as an educational strategy to foster
engagement, enhance problem-solving skills, and strengthen STEM integration (Moral-Sánchez et al., 2022).
Notably, games provide structured challenges that encourage logical reasoning, pattern recognition, and creative
problem-solving. At the same time, digital simulations and coding or robotics-based games highlight the real-
world applications of mathematics across STEM disciplines. Thus, by situating learning in interactive, low-
stakes environments, games promote persistence, collaboration, and systems thinking, skills essential for 21st-
century learners. However, challenges remain, including variability in game design quality, unequal access to
digital resources, limited teacher training, and difficulties in assessing the depth of learning outcomes. Despite
these limitations, evidence suggests that when thoughtfully designed and aligned with curricular objectives,
INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN SOCIAL SCIENCE (IJRISS)
ISSN No. 2454-6186 | DOI: 10.47772/IJRISS | Volume IX Issue XXVII November 2025 | Special issue
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game-based learning can complement traditional instruction. This ultimately makes mathematics more
meaningful and equips students with transferable skills for STEM-related contexts.
Current Status of Learning Mathematics Through Games : Types of Games
Furthermore, learning mathematics through games has emerged as an effective educational strategy to enhance
engagement, conceptual understanding, and skill development by combining play with structured learning. In
particular, two major types of games are widely discussed: manipulative-based games and virtual games.
Manipulatives, such as board games, puzzles, and card activities, provide tactile, hands-on experiences that
support the visualization of abstract concepts and encourage collaboration and problem-solving in classroom
settings. Conversely, virtual games, including digital simulations, adaptive platforms, and interactive apps, offer
dynamic environments where learners can explore mathematical relationships, receive instant feedback, and
progress at personalized levels of difficulty. While both approaches demonstrate strong potential for fostering
motivation and deeper learning, challenges such as uneven access to technology, variability in design quality,
and the need for teacher guidance remain critical considerations. Overall, integrating manipulative and virtual
games within the curriculum can provide complementary pathways that make mathematics more engaging,
accessible, and applicable to real-world problem-solving.
Current Status of Learning Mathematics Through Games : Game-based Learning
In addition, game-based learning has become a promising approach in mathematics education, offering
innovative ways to enhance engagement and conceptual understanding beyond traditional methods (Kaymakci
Ustuner et al., 2023). For example, non-digital games, such as board games and puzzle-based activities, create
interactive graphical environments in which learners visualize mathematical ideas, develop problem-solving
strategies, and collaborate with peers in hands-on contexts (Setambah et al., 2023). Complementing these are 3D
serious games, which simulate immersive scenarios that allow students to apply mathematical reasoning in
lifelike situations, promoting spatial awareness, logical thinking, and experiential learning. Together, these
approaches highlight the potential of games to bridge abstract concepts with tangible experiences, though
challenges such as resource availability, alignment with curricula, and assessment of learning outcomes persist.
When effectively designed and integrated, both graphical non-digital environments and 3D serious games serve
as powerful tools to foster deeper learning and make mathematics more engaging and meaningful (Castaneda et
al., 2025).
Figure 2 : Documents of Learn Mathematics through games generated by Scopus
INTERNATIONAL JOURNAL OF RESEARCH AND INNOVATION IN SOCIAL SCIENCE (IJRISS)
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Figure 2, titled “Documents by year generated by Scopus about learning mathematics through games,illustrates
the publication trend in this research area over time. It reveals a steady increase in the number of articles
published, with only a few contributions in the earlier years, followed by a marked rise in output in recent years.
Moreover, this growth suggests that integrating games into mathematics education has gained increasing
attention among researchers, reflecting a growing recognition of its potential to enhance student engagement,
problem-solving skills, and learning outcomes. Additionally, the upward trend indicates that the field is evolving
into a significant area of educational research, with expanding opportunities for further studies and practical
applications in classrooms.
Authors
Year
Contribution Area
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, playful STEM solutions for visually
impaired learners using audio games and tactile 3D blocks.
Al-Nawaiseh S.J.
2025
Investigating the impact of digital educational game blogs on
enhancing mathematical concepts among sixth-grade
students.
Martinez J.S.G.; Maza E.J.R.; Meza
A.J.N.; Huamaní E.L.; Meyluz P.C.
2025
Implementation of academic software with educational
games to support mathematics and reading comprehension in
children (6–8 years old).
Taraldsen L.H.
2025
Introducing escape rooms as a didactic, game-based tool in
mathematics teacher education.
Jeong J.; Frye D.A.
2025
Studying how children (ages 3–6) judge appropriate levels of
counting games, linked to the Zone of Proximal Development
(ZPD).
Li J.; Shin J.; Xue J.; Dawson K.;
Antonenko P.D.
2025
Exploring effects of visuospatial rich math games on anxiety
and performance in children with different working memory
capacities.
Rastpour A.; Amini A.
2025
Designing a spreadsheet-based game (“Age Guessing”) to
teach fundamental statistical concepts in undergraduate
education.
Pathania M.; Singh C.P.; Kaur D.P.;
Mantri A.
2025
Developing a self-adaptive iterative game-based framework
to improve performance and satisfaction in elementary
mathematics education.
Fang X.; Ng D.T.K.; Tam W.T.; Yuen M.
2025
Designing mobile computational thinking-integrated
mathematics lessons using the 5E model for primary school
students.
Table 1 : Recent 10 articles in the field of learning mathematics through games
Table 1 highlights recent 2025 contributions to learning mathematics through games, showcasing a wide range
of innovative approaches across different educational contexts. As such, researchers have explored inclusive
solutions, such as audio games and tactile 3D blocks for visually impaired learners, and digital game blogs to
strengthen sixth graders mathematical concepts (Castaneda et al., 2025). For instance, several studies focus on
integrating educational games into software and mobile platforms to support early childhood learning (ages 3-
8) in both mathematics and reading (Martinez et al., 2025). Meanwhile, others emphasize novel didactic
strategies such as escape rooms in teacher education (Taraldsen, 2025) and spreadsheet-based games for teaching
statistics at the undergraduate level (Rastpour & Amini, 2025). Additionally, scholars investigated cognitive and
affective dimensions. This includes how children assess counting games in relation to their developmental stage,
the impact of visuospatial-rich math games on anxiety (Fang et al., 2025), performance depending on working
memory (Li et al., 2025), and adaptive frameworks designed to enhance performance and satisfaction in
elementary mathematics (Pathania et al., 2025). Collectively, these contributions underscore the growing
diversification and sophistication of game-based learning as a tool for engaging learners, addressing diverse
needs, and fostering deeper mathematical understanding.
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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.
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