Gamification
Gamification
Development
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Abstract
The gamification approach has the potential to improve learning performance and motivate
students to study mathematics. Unfortunately, there is not much further discussion regarding
gamification in a systematic mathematical context. This study is aimed at identifying the
frequency of gamification studies in math education based on current year trends; the tendency
of the country to apply gamification studies; identifying groups of respondents according to the
level of study; and identifying the impact of gamification approaches on students' learning in
terms of affective, cognitive, and psychomotor. A total of 21 empirical studies were selected
from the systematic literature based on the Preferred Reporting Items for the Systematic
Reviews and Meta-Analyses (PRISMA) model. This model involves four phases, namely
identification, filtering, qualification (eligibility), and entry (included), using key databases such
as Web of Science, Scopus, and ERIC. The findings show that gamification studies in math
education set the most records in 2021. The trend of national analysis reports that the study of
gamification in mathematics education is most studied in the country of Spain. Moreover, the
most dominant sample of this research involves elementary school students. This study also
reported the impact of gamification focused on both affective and cognitive aspects. The
findings of the study have the potential to better measure the impact of gamification from other
aspects and are given reference to the Ministry of Education (MOE), schools and teachers,
especially in the mathematical context. These findings can be expanded by focusing on the
impact of gamification in terms of psychomotor domains as well as diversifying different groups
of respondents.
Keywords: Gamification, Systematic Literature Review, Mathematics Education, Learning,
Students
Introduction
In this era of globalization, various countries are changing the current education system, as this
system is the mainstay of the nation's development. Most of the lectures were conducted online
due to the COVID-19 pandemic (Saifudin & Hamzah, 2021). However, the problem of students
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getting bored and losing focus during learning needs to be addressed (Hilmi & Mohd. Shafiai,
2022), so that students do not drop out of learning. To bridge the education gap, the Ministry
of Education Malaysia (MOE) has provided various digital platforms, especially EduwebTV and
CikgooTube, throughout the implementation of home teaching and learning (PdPR). Students
were found to be positive and more proficient in the knowledge of abstract mathematical
concepts with the help of digital technology (Sintian et al., 2021; Putrawangsa & Hasanah, 2018).
Gamification is considered a modern and technological approach that is believed to be very
effective in delivering high-quality lessons. Gamification in education is one of the teachings and
learning approaches with the aim of increasing student engagement and making teaching and
learning sessions more interesting (Nisa et al., 2020). The main purpose of the implementation
of gamification in education is to improve specific mathematical skills, create effective teaching
and learning sessions, encourage proactive pupil engagement, and support changes in pupil
behaviour. However, the implementation of gamification techniques is less appropriate to be
carried out on pupils with special needs (Rosly & Khalid, 2017). This is due to the fact that the
competence level of the pupil will affect the effectiveness of the implementation of
gamification. In a general sense, this study was conducted to investigate the effectiveness of
gamification in the field of mathematics as well as the appropriateness of this approach to pupils
of multiple intelligences.
Based on these justifications, it is clear that the development of past studies lacks gamification
in the subject of mathematics systematically. Information from the literature study highlights
will help many when applying gamification in their teaching of mathematics as well as empower
the skills of students. Therefore, this study aims to conduct a systematic literature review on
gamification in mathematics education in the last five years from 2018 to 2022. This is to identify
national trends, groups of respondents, and the current impact of gamification techniques in
mathematics subjects in affective, cognitive, and psychomotor terms. In this study, only
empirical studies from databases such as Web of Science, Scopus, and ERIC were selected.
Research Objective
A total of four objectives were outlined in this study, namely:
a) To identify the frequency of study of gamification approaches in mathematical education
based on current year trends.
b) To identify the countries that are most likely to use gamification studies in math education.
c) To identify the respondent group based on the most prevalent level of study for gamification
studies in mathematics education.
d) To determine the affective, cognitive and psychomotor impact of gamification approaches in
mathematics subjects.
Definition
In general, a gamification is an approach that combines game design with the process of
teaching and learning to stimulate the skills of students while encouraging interaction (Destiny,
2017). Thus, the gamification approach is also explained as motivating the actions and problem-
solving skills of pupils (Kristanto, 2020). This will indirectly create a sense of learning inquiry in
the students.
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There are three main elements in gamification, namely the MDA model (mechanics, dynamics,
and aesthetics). The MDA model is described as a game created to help one comprehensively
research the design and game elements (Kusuma et al., 2018). This approach is divided into
three sections representing different elements of the game to conduct a holistic analysis (Kim &
Lee, 2015). In the MDA model, mechanics contain game rules that involve algorithms, game
structures, and what players do themselves (Putra & Yasin, 2021). Moreover, dynamic means
an outcome that can be observed through the process of production from mechanics. Aesthetics
refers to the design of the game as well as the experience and interaction of the players during
the activity.
Definition
Gamification is not a new idea. Since 2010, gamification has become a viable trend as society
begins to believe in its potential to foster motivation, behaviour change, friendly competition,
and collaboration in various contexts, such as customer engagement, employee performance,
and social loyalty. Like other new technologies, gamification has been used in various domains
such as marketing, healthcare, and so on. Gamification is a multidisciplinary concept that
includes a range of theoretical and empirical knowledge, domains, and technological platforms
and is driven by a variety of practical motivations (Seaborn & Fels, 2015). With this in mind, the
term gamification has been defined as the use of game design elements in a non-game context
(Deterding et al., 2011), the phenomenon of creating a fun experience (Hamari et al., 2014), or
the process of making activities more fun like games (Werbach, 2014). Various studies have
begun to examine and review the effectiveness of the behaviour and experience of students
who learn through gamification approaches.
Since its emergence, gamification has sparked controversy between game designers, user
experience designers, game theorists, and researchers in human-computer interaction (Mahnič,
2014). The effect on motivation or engagement was lower than expected (Broer, 2014). Despite
this, great efforts have been made to take advantage of the motivation that comes from the
gamification approach. One key sector that is being actively explored and which can motivate
pupils is education. Motivation is an important predictor of student's academic achievement
(Dichev & Dicheva, 2017). Gamification in education refers to the introduction of game elements
and gaming experiences into the learning process. It has been adopted to support learning in
order to address the attitudes, activities, and behaviours of pupils (Caponetto et al., 2014). Thus,
this can state that the integration of game mechanics into the learning process can trigger a
productive student learning experience (Hamari et al., 2014).
Research Methodology
To support the arguments against the findings from gamification studies in previous
mathematics education, this study was conducted by leveraging the concept of systematic
literature studies (SLR). Using systematic and specific methods, we can identify, select, and
collect the relevant study data directly by referring to the questions of the studies that have
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been presented. The methodology of this study is the PRISMA (Preferred Reporting Items for
Systematic Reviews and Meta-analyses) model.
The process of reviewing the findings of this study consists of the following steps, such as (i)
Determination of the study question; (ii) Search for articles on authentic websites; (iii)
Designation of Entry/Exemption Criteria; (iv) Selection of Studies; (v) Data analysis and
extraction; (vi) Summary and interpretation of findings; and (vii) Writing of revision reports.
The general review of this systematic review is carried out smoothly and easily through the
process of searching for articles and journals in various specialized electronic databases and
websites. To enhance the credibility and integrity of this study, articles found in the web of
article searches such as Web of Science, Scopus, and ERIC alone are used as references. Google
Scholar and other websites were not selected because they could not verify the validity of the
findings and had articles published outside of educational journals. Articles that are not relevant
to the field of education are also ignored because the study focuses only on the field of
education.
Gamification is often associated with or referred to in different terms. For example, gamified
applications, gamified environments, gamification, and game-based applications refer to the
gamification approach (Jusuf, 2016). Based on past studies, in order to maximize the amount of
information that can be obtained in the SLR, it is important to diversify the specific terms of
gamification that carry an equivalent meaning. Therefore, alternative keywords have been
identified through the database and applied in different combinations. The keywords used
during the article searching process include basic terms related to the topic of study as well as
information related to the question of this study, such as "gamification", "Mathematical
subject", "game element", "educational level" as well as other keywords as listed in Table 1.
Table 1
Keywords for the search strings
No. Database Keywords
1. ERIC gamification AND mathematic*
2. SCOPUS (TITLE-ABS-KEY(("impact*" OR "effectiveness*" OR "effect*" OR
"motivation*" OR "engagement*" OR "participation*" OR "self-
efficacy*" OR "satisfaction" OR "behaviour*" OR "attitude*" OR
"thinking" OR "critical thinking" OR "cognition" OR "cognitive")
AND ("gamification in education" OR "gamification of learning"
OR "gamification of math*" OR "gamification in mobile app*" OR
"gamification and math*" OR "educational game*" OR "game
design*" OR "game element*" OR "game like element*" OR
"game feature*" OR "non-game element*" OR "gamifying
learning" OR "gamified element*" OR "game mechanic*" OR
"non-game context*" OR "gamification*" OR "gamify*" OR
"gamify learning experience" OR "gameplay element*" OR
"gamification mechanic*" OR "gamified mobile app*" OR
"gamified elearning" OR "gaming technique*" OR "gamified
software" OR "gamification software" OR "gamification in
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Inclusion/Exclusion Criteria
To ensure the authenticity of the information in this study, the researchers set out and listed
specific criteria for filtering the study, selecting and engaging information related to the topic of
this study, as well as interpreting the appropriateness of the articles obtained. Less suitable
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articles are isolated because they do not meet some of the pre-determined requirements. Table
2 shows the criteria for the inclusion and exclusion of articles.
Table 2
Article inclusion and exclusion criteria
No. Inclusion Criteria Details Exclusion Criteria Details
1. Studies relate to gamification in the subject of Studies conducted in languages
mathematics. other than English.
Review Process
Due to the large data search from the database, the literature review is written based on two
additional criteria which are the time period and the rationale of the research. A total of 21
results were obtained from all three databases which are considered in this review process as
per required by the research. As per listed in Table 3, all initial findings of all the databases
resulted in 756 articles. However, 665 articles were removed based on the publication dates,
title reviews, relevancy, and abstract review. Then, a total of 19 articles were eliminated from a
total of 110 initial articles due to the redundancy found. A balance of 91 articles was used to
collect more data for the research. Besides that, a total of 70 research papers does not suit the
mathematical theme were eliminated from the list of articles. Only 21 articles were reviewed in
order to determine the suitability of the articles based on their criteria and the assigned research
topic. The thematic analysis was used throughout the review process. All research papers took
similar initiatives in order to review and revise all the articles multiple times in order to ensure
that all research papers adhere to the content, procedure, methods used and the research
findings presented. Lastly, all the data collected are compared and discussed in this research.
This systematic research revised a total of 21 writing publications which are listed as the final
data collection (Table 4). Figure 1 shows the PRISMA process which was conducted in this
research.
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Table 3
Source of article collection
Database Identification Screening Eligibility Inclusion Selection
SCOPUS 22 356 46 47 9
Web of
402
Science 5 17 11 6
(WOS)
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Table 4
Generalisation distribution of the 21 empirical studies.
Engaged Learning
Mathematica Domains
Title, Writer, Year of
l Topics Respondent (Affective/Cognitive Impact Findings
Publication, Country
Involved /
Psychomotor)
An experimental Numbers, 1. 95 students 1. Affective Motivation, 1. Gamification does not
study on the effects measurement in Grade 1, 2. Cognitive engagement, improve student performance.
of a gamified s, geometry, 129 students learning and 2. Students of the treatment
software statistics, in Grade 2 learning group behave positively
intervention in algebra and 2. 167 Grade 3 attitudes towards mathematics.
mathematics probability students
achievement among 3. 147 Grade 4
sixth grade students students
4. 126 Grade 5
Watson (2018) students
5. 145 Grade 6
Jamaica students
The effectiveness of Index and 100 diploma 1. Affective Learning 1. The gamification element has
gamification in logarithm students 2. Cognitive satisfaction developed students' interest in
learning indices and and learning learning in an interesting and
logarithm performance fun way.
2. Gamification has a significant
Ahmad et al (2018) impact on improving student
performance on index and
Malaysia logarithmic topics.
3. Students respond well to new
learning methods.
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Indonesia
1. Gamification motivates
A research of Index and 140 diploma 1. Cognitive Performance students in a self-learning
gamification impact logarithm students 2. Affective and emotions environment to have fun
in learning of learning learning and improve their
mathematics critical thinking.
Abidin et al (2019)
Malaysia
From here to there! Algebra 185 students 1. Cognitive Motivation, 1. Studies show that when
Elementary: A from Grade 2 2. Affective engagement, students play the gamified
game‑based learning and version of the game app, they
approach to learning achieve higher levels of learning
developing number experience than those that play gaming
sense and early apps without the gamification
algebraic version.
understanding 2. Students who achieve higher
in their learning solve more
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Morocco
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Effects of a successful Algebra 130 new 1. Cognitive Self-efficacy, 1. The implementation of the
mathematics students at 2. Affective motivation SMC framework helps to
classroom the university and learning develop self-efficacy and
framework on performance motivation to learn, thus
students’ improving learning
mathematics self- performance in mathematics.
efficacy, 2. The most significant impact
motivation and aspects include teaching
achievement: methodology, group work,
a case study with teacher attitude, and
freshmen students at gamification.
a university
foundation
programme in Kuwait
Hammad et al (2020)
Kuwait
The effect of Fraction 46 students 1. Cognitive Learning 1. The test scores of the
gamification on from Grade 5 2. Affective performance experimental group's
young mathematics and learning achievements were higher than
learners’ attitudes those of the control group.
achievements and 2. Gamification is ineffective in
attitudes changing attitudes towards
learning mathematics.
Karamert & Vardar
(2020)
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Turkey
Spain
Spain
1. Gamification activities
Formation of Application of 26 students 1. Cognitive Computation develop a gaming educational
computational mathematical from Grade 5 al thinking space with mathematical
thinking skills using problems, and 6 content and digital gamification
computer games in problem resources that have contributed
teaching solving to the development of
mathematics computational thinking.
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Soboleva et al (2021)
Russia
Enhancing statistical Statistics 41 students 1. Affective Motivation 1. The teaching process using
literacy skills through from Grade 7 and learning gamification tools supports
real life activities engagement students towards phased
enriched with learning objectives.
gamification 2. The gamification elements
elements: An used in the classroom have
experimental study developed their involvement
not only in the school but also
Cakiroglu & Guler outside.
(2021) 3. Students in gamification
classes perform better than
Turkey students in non-gamification
groups.
Serious games and Combined 284 students 1. Cognitive Learning 1. Both gender groups, male
mathematical operations of from Grade 1 performance and female, increase in terms of
fluency: A study from addition, to 4 their academic performance
the gender subtraction, after playing serious games.
perspective in multiplication 2. Male academic performance
primary education and division is superior to female academic
performance.
Fraga-Varela et al
(2021)
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Spain
The impact of serious Calculus 284 primary 1. Affective Motivation 1. Studies show increased
games in school 2. Cognitive and learning significance in mathematical
mathematics fluency: students performance fluency with the use of serious
A study in primary games in different grades and
education groups of studied classrooms.
2. The gamification strategy
Fraga-Varela et al promotes greater progress on
(2021) classes that have not yet been
implemented.
Spain 3. It also shows the relationship
between the results obtained
and the grades of
schoolchildren.
4. The use of serious games
designed specifically for the
school environment challenges
teachers.
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Escape room dual Statistics 106 university 1. Affective Learning 1. The use of ‘Escape Room’ in
mode approach to students 2. Cognitive performance mathematics subjects has
teach maths during contributed to an increase in
the COVID-19 era the different concepts studied,
such as subject perception and
Rosillo & Montes motivation and interaction
(2021) among students who are not in
the same classroom physically.
Spain 2. This resource has also proven
to be effective in improving the
performance of online learning.
Effectiveness of Statistics and 111 diploma 1. Affective Learning 1. The results show a significant
gamification in probabilities students 2. Cognitive attitude relationship between all these
teaching and learning (experience, factors and the student's
mathematics satisfaction, assessment score.
motivation) 2. An increase in the motivation
Ariffin et al (2022) and learning of students to learn and
performance participate in class activities
Malaysia contributes to their
performance in the subjects
taught.
3. Gamification integration
improves cognitive, emotional,
social learning and cooperative
learning skills. It also helps
students increase their interest
in mathematics and encourages
them to learn better.
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Research Findings
Findings of the First Research Objective
To identify the frequency of the gamification trends in Mathematics learning based on
current year trends
The literature review of this research has set a restriction to only consider articles published
in the year 2018 until year 2022. Figure 2 shows the number of articles published based on
the publication year. It was found that only 2 out of 21 research papers were published in
the year 2018. In the recurrent year, the total of articles published increased to a total of 3
papers. Only 4 articles were published in the year 2020. The threats of the Covid-19
pandemic have caused a sudden shift from face-to-face learning to online learning. Besides
that, the research on gamification in Mathematics learning started to become popular with
a total of 7 publications in the year 2021 with the highest record. Lastly, only 3 publications
were recorded in the database throughout this year.
8
7
7
Number of articles
6
5
5
4
4
3
3
2
2
1
0
2018 2019 2020 2021 2022
Year
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6
5
5
Number of articles 4
3
3
2 2
2 1 1 1 1 1 1 1 1 1
1
0
9 8
8 7
Number of articles
7 6
6
5
4
3
2
1
0
Primary school Secondary school Tertiary level
education
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18 16
16
14
Number of articles
12
10
8
6
3
4 2
2 0
0
Affective Cognitive Affective and Psychomotor
cognitive
Types of domains in learning
Discussion
Discussion of the First Objective
Practicality refers to the game element in the education field which increases drastically
within these few years. Significantly, gamification in Mathematics can be seen within various
platforms such as Kahoot, Quizziz and Blooket. This can be proven based on the research
conducted in 7 research papers which is almost 33% of the total number of research papers
submitted in the year 2011. However, only 3 research papers are related to the research
topic in the year 2022 which is revised in the mid-year. There are possibilities that there are
still research papers that are still undergoing publication processes. Henceforth, it can be
forecast that there would be an increase in the submission of research papers to a total of
10 papers or more towards the end of the year.
Revising the number of research papers in the year 2018 to 2020, the total number of
research papers in 2020 decreased to a total of 4 publications. This is due to the start of the
pandemic era in which all countries are required to conduct online learning (Rincon-Flores
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et al., 2022). Even though many researchers are rushing to complete their research at the
time, the database would only record reliable works submitted. The pandemic era also
rushes researchers to reconsider and find alternatives in conducting and obtaining reliable
and legible research findings. In short, gamification trends especially in Mathematics learning
are proven to be very important based on the numbers recorded within this research.
In addition, upon analysing the number of respondent groups for both secondary and tertiary
level students, it was found that both groups are lacking in exposure to gamification. Even
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though the research papers were proven to provide effective impact in terms of
effectiveness and practicality as well as affective and cognitive aspects of the respondents,
the effectiveness was not shown vividly in researches conducted. As students grow older,
their cognitive aspect developed as well. The impact of rewards from gamification tools can
no longer attract their interest to learn especially within their cognitive aspect. Besides that,
when the mathematical conceptual knowledge gets more complicated and harder to be
presented via gamification tools, the researchers faced difficulties in choosing these two
groups as respondents in their research in using ever ready gamification tools. Due to the
mentioned situation, these researchers had to invent their own gamification tools such as
the MiniBool (Jiménez‐Hernandez et al., 2020) in order to cater to the needs of students’
mathematical knowledge. This shows how secondary teachers and even lecturers had to
allocate plenty of time to come up with their own gamification tools for each different
mathematical knowledge. Even if this is possible but the situation is unwise in terms of
teaching preparation and the effectiveness of learning.
Conclusion
The findings of this research show that the gamification trends started to develop rapidly
and was frequently used in Mathematics starting from the Covid-19 pandemic in the year
2020. The situation causes desperate measures to be taken especially in gamification
approach after its necessity and impact was seen to be crucial for learning process. Secondly,
Spain is the country which is the most frequently used gamification in Mathematics learning,
consequently placing Malaysia as the second. Thirdly, the main impact of gamification in
Mathematics can be seen from the blend of both affective and cognitive domains. At last,
the emergence of national education policy has led to the choosing of primary school
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Corresponding Author
Mohd Effendi @ Ewan Mohd Matore (Ph.D)
Faculty of Education, National University of Malaysia, 43600 UKM Bangi, Selangor, Malaysia.
Email: effendi@ukm.edu.my
Acknowledgement
I would like to acknowledge and express my gratitude to my supervisor, Associate Professor
Ts. Dr. Mohd Effendi @ Ewan Mohd Matore for his relentless contribution to this study at
every stage. I am also immensely thankful to my family as a whole for their ongoing support
and understanding when writing this review paper.
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