Gamification Research Focus in Learning Mathematics
Open accessAbstract
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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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 measuredGamification 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).”
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
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Flagged first, then by citations
Research works printed but not linked: 2
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Cited by
Sorted by citations
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“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).”
Özkaya, M. N., & Baykal, G. E. (2025) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3706598.3714247 · Cited by 15 · see citing works
Espinosa-Pinos, C. A., Mazaquiza-Paucar, A. M., & Benítez, C. A. S. (2024) · Lecture notes in computer science · doi:10.1007/978-3-031-61685-3_2 · Cited by 5 · see citing works
- 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
- bronze
- doi.org
- 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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