MOTIVATION AND STUDENT ENGAGEMENT THROUGH GAMIFICATION IN MATHEMATICS LEARNING: A MINI REVIEW

Authors

DOI:

https://doi.org/10.35631/IJMOE.829079

Keywords:

Educational Technology, Game-Based Learning, Multiplication Fluency, Math Fact Retention

Abstract

This mini-review synthesizes current evidence on the use of gamification in multiplication learning, focusing on how game-based elements influence motivation, engagement, and math fact fluency. The purpose of the review is to clarify which gamification strategies are most effective, assess their benefits and limitations, and highlight ongoing gaps in the field. A comprehensive literature search was conducted on 28 November 2025 across Scopus, Web of Science, and Google Scholar, using keywords related to gamification, mathematics education, engagement, and practice. Peer-reviewed original studies, systematic reviews, meta-analyses, and case studies published in English were included, while non-English, non-peer-reviewed, or non- gamification-focused articles were excluded. Overall, the findings suggest that gamification is associated with increased learner motivation, increases time on task, and supports short- term retention of multiplication facts through points, badges, levels, adaptive challenges, and immediate feedback. Interactive math apps and game-based platforms depict strong potential to improve participation, particularly among younger learners. However, limitations persist, including inconsistent long-term outcomes, overreliance on extrinsic rewards, unequal access to digital tools, and variability in instructional design quality. Ongoing debates concern which game elements are most pedagogically meaningful and how to balance extrinsic incentives with conceptual understanding. The review concludes that while gamification can meaningfully support multiplication learning, its effectiveness depends on purposeful design and integration with curriculum-aligned, evidence-based practices. Hence, future research should prioritize longitudinal studies, culturally responsive and inclusive game design, and standardized evaluation frameworks. In addition, hybrid instructional models that combine gamified practice with strong conceptual teaching are needed to ensure equitable and sustainable implementation.

 

Downloads

Download data is not yet available.

References

A. (2024, June). Gamified tangible iot for education: Exploring usability in smartgame. In Proceedings of the 2024 international conference on advanced visual interfaces (pp. 1-3).

Adharsh, C., Benitta, D. A., & Eliyas, S. (2024, August). Gamification: The Effective way for better learning. In 2024 International Conference on Electrical Electronics and Computing Technologies (ICEECT) (Vol. 1, pp. 1-5). IEEE.

Al-Barakat, A., & AlAli, R. (2025). Evaluating the Effectiveness of Electronic Games-Based Learning in Enhancing Children’s Multiplication Skills and Cognitive Achievement. International Journal of Information and Education Technology. https://doi.org/10.18178/ijiet.2025.15.5.2301.

Alt, D. (2023). Assessing the benefits of gamification in mathematics for student gameful experience and gaming motivation. Computers & Education, 200, 104806. https://doi.org/10.1016/j.compedu.2023.104806

Ashley, M. S. (2026). Empowering STEM Education: Harnessing MagicSchool AI for Experiential Learning. In Harnessing AI's Potential to Support Student Success and Teaching Excellence (pp. 51-108). IGI Global Scientific Publishing.

Borchers, C., Nagashima, T., Liu, P., Alibali, M. W., & Aleven, V. (2025, September). Is More Gamification Better? Evaluating Playful Interactions and Narratives for Algebra Learning. In European Conference on Technology Enhanced Learning (pp. 76-90). Cham: Springer Nature Switzerland.

Chatzidaki, E., Papavlasopoulou, S., Gijlers, H., Eysink, T. H., & Giannakos, M. (2024, June). Science Chaser app: A gamified learning journey into STEM activities. In Proceedings of the 23rd Annual ACM Interaction Design and Children Conference (pp. 951-954).

Chukwu, J. (2024). The effectiveness of gamification in online learning. Journal of Online and Distance Learning, 3(1), 53-65.

Cruz García, D., García González, S., Álvarez Sanchez, A., Herrero Pérez, R., & Villarrubia González, G. (2025). Collaborative Multi-Agent Platform with LIDAR Recognition and Web Integration for STEM Education. Applied Sciences, 15(20), 11053.

del Olmo-Muñoz, J., Bueno-Baquero, A., Cózar-Gutiérrez, R., & González-Calero, J. A. (2023). Exploring gamification approaches for enhancing computational thinking in young learners. Education Sciences, 13(5), 487.

Development Of The Treasure Hunt: Fun Math Card Game Gamification-Based Learning Media To Enhance Critical Thinking Skills In Social Arithmetic. Inteligensi: Jurnal Ilmu Pendidikan. https://doi.org/10.33366/ilg.v7i2.6531.digital gamification for motivation and presence: Preservice teachers’ experiences in a

Gini, F., Andrao, M., Bagna, M., Bucchiarone, A., Treccani, B., Zancanaro, M., & Marconi,

Hall, A., Pais, S., Morando, P., & Spreafico, M. L. S. (2024, July). Fun and functional: using non-digital games to promote maths

engagement in pre-service teachers. In Proceedings of the European Conference on Games-Based Learning (Vol. 18, No. 1, pp. 337-346).

Hayati, R., Nurlaili, Z., Syahputra, E., Surya, E., & Abdillah, T. R. (2025). Learning Revolution with Integrated Gamification Technology and Realistic Mathematics Education Models for Contextual and Interesting Learning. Journal of Hunan University Natural Sciences, 52(2).

Hortelano, J. C., & Prudente, M. (2024). Effects of the Theory of Didactical Situations' Application in Mathematics Education: A Metasynthesis. Journal of Pedagogical Research, 8(3), 246-262.

Imbar, K., Nuari, D., Ariani, D., Widyaningrum, R., & Kustandi, C. (2023). Development of android-based gamification learning media for multiplication material for grade iii elementary school students. JTP-Jurnal Teknologi Pendidikan, 25(2), 323-333.

Jiménez-Valverde, G., Fabre-Mitjans, N., & Guimerà-Ballesta, G. (2025). Narrative-driven

Johnson, C., & Roopaei, M. (2025, March). Strategic Gamification for STEM: Transforming Projects into Interactive Learning Quests. In 2025 IEEE Integrated STEM Education Conference (ISEC) (pp. 1-4). IEEE.

Jong, M. S. Y., Zhai, X., & Chen, W. (2024). Innovative uses of technologies in science, mathematics and stem education in K-12 contexts. International Journal of Science and Mathematics Education, 22(Suppl 1), 1-9.

Jutin, N. T., & Maat, S. M. B. (2024). The effectiveness of gamification in teaching and learning mathematics: a systematic literature review. International Journal of Academic Research in Progressive Education and Development, 13(1), 1290-1309.

Koutsikou, A., & Antonopoulos, N. (2025). Using Gamification Techniques to Enhance Learning in Primary School. In Empowering STEM Educators With Digital Tools (pp. 181-216). IGI Global Scientific Publishing.

Kyaw, H. H. S., Kaneko, K., Funabiki, N., & Kao, W. C. (2025, January). Implementation of Gamified Programming Learning Assistant System. In 2025 IEEE International Conference on Consumer Electronics (ICCE) (pp. 1-4). IEEE.

Muchuweni, T., Jojo, Z., & Kariyana, I. (2025). Enhancing Mathematics Instruction through Quizizz: A Systematic Literature Review. Available at SSRN 5585230.

Nautiyal, V. V., Silverio, S. A., & Salvador, E. E. P. (2024, September). Let’s get on-board: a practical framework for designing and implementing educational board games in K-12 classrooms. In Frontiers in Education (Vol. 9, p. 1420515). Frontiers Media

SA Rahman, A. (2025). Integrating Quantum AI, Gamification, and Adaptive Storytelling in educational augmented reality: a systematic review. International Journal of Electronics and Telecommunications, 1-10.

S., Imbar, K., Nuari, D., Ariani, D., Widyaningrum, R., & Kustandi, C. (2023). Development of Android-Based Gamification Learning Media for Multiplication Material for Grade III Elementary School Students. JTP - Jurnal Teknologi Pendidikan. https://doi.org/10.21009/jtp.v25i2.34717.

science education course. Computers, 14(9), 384.

Singh, M., Sun, D., & Yang, Y. (2025). Design and implementation of Math City: An inquiry- based metaverse platform for mathematics education. Computers and Education: Artificial Intelligence, 100462.

Soemantri, S., Pramesti, C., Maisyaro, M., Munawwaroh, N., Falah, S., & Alifia, Z. (2025).

Yang, K. C., & Kang, Y. (2020). The effectiveness of gamification on student engagement, learning outcomes, and learning experiences. In Handbook of Research on Creating Meaningful Experiences in Online Courses (pp. 286-305). IGI Global.

Yllana-Prieto, F., González-Gómez, D., & Jeong, J. S. (2025). The escape room and breakout as an aid to learning STEM contents in primary schools: An examination of the development of pre-service teachers in Spain. Education 3-13, 53(1), 15-31.

Downloads

Published

31-03-2026

How to Cite

Shahril, I. M., & Hanafi, H. F. (2026). MOTIVATION AND STUDENT ENGAGEMENT THROUGH GAMIFICATION IN MATHEMATICS LEARNING: A MINI REVIEW. INTERNATIONAL JOURNAL OF MODERN EDUCATION (IJMOE), 8(29), 1338–1347. https://doi.org/10.35631/IJMOE.829079