Cited by 3Educational Games and GamificationMathematics Education and PedagogyMathematics Education and Teaching Techniques

Gamification Research Focus in Learning Mathematics

Open access
Elmawati, Elmawati, Martadiputra, Bambang Avip Priatna, Samosir, Christina Monika·2023·2023 The 5th World Symposium on Software Engineering (WSSE)

Abstract

Gamification in the educational process is implementing gaming elements into activities that are usually unrelated to games to increase student motivation and student participation in learning. This study aims to examine the research landscape related to Gamification in mathematics learning from 2013 to 2023. The method used in this research is a literature review with a bibliometric analysis approach using Vosviewer. The Scopus database was used for the literature review, which included 61 documents that met the criteria and were analysed. According to the findings, 2021 was the year with the most Gamification-related publications, and Spain accounted for the most. Spain, United States, Mexico, and Colombia have the most extensive international cooperation on this topic. Based on the cluster displayed, research on Gamification in mathematics learning has some specific focus, namely (1) The integration of ICT and collaboration in digital technology-related projects, (2) the implementation of Gamification in educational settings to increase student engagement and motivation, and (3) serious game as a strategy for learning mathematical concept. The next researcher is advised to look into how well Gamification can improve cognitive abilities and how different Gamification techniques affect students' motivation and academic success on diverse educational levels.

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Crossref · 10.1145/3631991.3632012

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  • In mathematics, particularly at secondary and higher education levels, research remains scarce and often constrained by small samples or limited methodological rigor.

    “In mathematics, particularly at the secondary and higher education levels, research remains scarce and often constrained by small samples or limited methodological rigor (Elmawati et al., 2023;Ratinho & Martins, 2023).”

    From Gamification on Mathematics Engagement and Motivation in Secondary School and Higher Education: A Systematic Review and Meta-Analysis (2026) · cites this paper as Elmawati et al., 2023

    The Methods and Data section (page unavailable) reports a limited set of publications on gamification in mathematics learning, offering some support for the claim that this research is scarce. It does not establish that scarcity is particular to secondary or higher education, and neither that section nor the Limitations section assesses the studies' sample sizes or methodological rigor. (LLM, conf=0.74)

    Experimental — accuracy not yet measured
  • Gamification may produce unintended negative effects, especially in secondary and higher education.

    “Still, gamification may produce unintended negative effects, especially in secondary and higher education (Elmawati et al., 2023;Ratinho & Martins, 2023).”

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Research works printed but not linked: 2

  1. Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification: Using Game Design Elements in Non-Gaming Contexts. CHI, 5-8. http://dl.acm. org/citation.cfm?id$=$1979575
  2. Juandi, D., & Tamur, M. (2020). Pengantar Analisis Meta. UPI Press.

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Authors
Elmawati, E., Martadiputra, B. A. P., & Samosir, C. M.
Affiliations
Indonesia University of Education (ID)
Venue
2023 The 5th World Symposium on Software Engineering (WSSE)
Publisher
ACM
Published
2023-09-22
Pages
142-149
OpenAlex
W4390239619
Cited by
3
References
31
Citations by year
2026: 1 · 2025: 1 · 2024: 1
FWCI
3.20
Type
conference paper
Language
en
Open access
Locations
World Symposium on Software Engineering (WSSE) (publishedVersion)
Funders
Lembaga Pengelola Dana Pendidikan
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Mathematics › Applied Mathematics › Mathematics Education and Pedagogy
  • Social Sciences › Education › Mathematics Education and Teaching Techniques
Keywords
gamification, mathematics learning, student motivation, student engagement, serious games, educational technology, research trends, international research collaboration

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