A Review of Gamification in Enhancing Mathematics Education

Authors

Che Ku Nuraini Che Ku Mohd

Pervasive Computing & Educational Technology, Department of Media Interactive, Fakulti Teknologi Maklumat dan Komunikasi, Universiti Teknikal Malaysia Melaka, 76100 Durian Tunggal Melaka (Malaysia)

Farah Natasha Juhari

Pervasive Computing & Educational Technology, Department of Media Interactive, Fakulti Teknologi Maklumat dan Komunikasi, Universiti Teknikal Malaysia Melaka, 76100 Durian Tunggal Melaka (Malaysia)

Fatin Aliah Yahya

Pervasive Computing & Educational Technology, Department of Media Interactive, Fakulti Teknologi Maklumat dan Komunikasi, Universiti Teknikal Malaysia Melaka, 76100 Durian Tunggal Melaka (Malaysia)

Shafina Abd Karim Ishigaki

Pervasive Computing & Educational Technology, Department of Media Interactive, Fakulti Teknologi Maklumat dan Komunikasi, Universiti Teknikal Malaysia Melaka, 76100 Durian Tunggal Melaka (Malaysia)

Nurul Hajar Mohd Yussoff

Fakulti Teknologi dan Kejuruteraan Industri dan Pembuatan, Universiti Teknikal Malaysia Melaka (Malaysia)

Mohd Syafiq Abd Aziz

Fakulti Teknologi dan Kejuruteraan Mekanikal, Universiti Teknikal Malaysia Melaka (Malaysia)

Helmi Mohd Kasim

Operations & Project Director, Integrasi Pintar Sdn Bhd, Medan Perniagaan, 60, Jalan MSJ 3, Taman Senawang Jaya, 70450 Senawang, Negeri Sembilan (Malaysia)

Article Information

DOI: 10.47772/IJRISS.2025.910000751

Subject Category: Mathematics

Volume/Issue: 9/10 | Page No: 9197-9206

Publication Timeline

Submitted: 2025-11-02

Accepted: 2025-11-07

Published: 2025-11-23

Abstract

This paper explores the intersection between gamification and mathematics education, aiming to assess its effectiveness in enhancing mathematics skills. Given the pervasive influence of digital technology in education, gamification emerges as a promising method to captivate young learners in mathematical concepts within a lively and interactive learning environment. Nonetheless, specific research on applying gamification across primary mathematics education. The study conducts a review of existing literature on gamification techniques and their impact on mathematics education, emphasizing both the potential advantages and obstacles associated with integrating gaming elements. By examining various gamification strategies, including game-based learning, rewards systems, and interactive platforms, this study aims to provide insights into the effectiveness and impact of gamified approaches on mathematical proficiency, student engagement, and overall learning outcomes. Moreover, this paper also explores the role of technology, design elements, and psychological factors in shaping the gamified learning environment and influencing student attitudes and behaviors towards mathematics. Additionally, it investigates the roles of intrinsic and extrinsic motivation in fostering engagement and positive learning outcomes among students. The research also explores the design of gamified learning experiences tailored to individual learning preferences, thereby promoting skill development in mathematics. By investigating the potential of gamification in education, this study contributes to ongoing discussions on innovative pedagogical approaches aimed at improving mathematics proficiency and nurturing a lifelong love for learning among students.

Keywords

Gamification, Mathematics, Computer, Technology

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