Cited by 50Educational Games and GamificationMathematics Education and Teaching TechniquesMathematics Education and Pedagogy

Digital Twin for Math Education: A Study on the Utilization of Games and Gamification for University Mathematics Education

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Lee, Jung Yeop, Pyon, Chong Un, Woo, Jiyoung·2023·Electronics

Abstract

Gamification has emerged as a promising strategy for engaging students and enhancing learning outcomes across various disciplines, including education. It involves incorporating game-like elements into non-game contexts to motivate and engage users. Extensive research has demonstrated the positive impact of gamification on student engagement, motivation, and learning outcomes in diverse subjects, including mathematics. Nevertheless, there is a paucity of research on the effectiveness of gamification in mathematics education. To bridge this gap, we investigated the effects of gamification in college mathematics education, with a specific emphasis on students from liberal arts backgrounds who may lack foundational mathematical knowledge. In this work, we designed and implemented a gamified mathematics course tailored for liberal arts students in a Korean university. Leveraging digital twin technology for game and gamification, we created an immersive learning environment that allows students to visualize mathematical concepts through games, pair gamification factors on physical and virtual worlds, and engage in interactive problem-solving activities. The effectiveness of this gamified course in improving students’ engagement, motivation, and learning outcomes was thoroughly evaluated. Digital twin technology, in conjunction with gamification, holds immense potential to revolutionize the way mathematics is taught and learned, making it more accessible, interactive, and engaging for students from diverse educational backgrounds.

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Crossref · 10.3390/electronics12153207

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  • Overall, the majority of the 45 studies reported positive effects of gamification on motivation and engagement in mathematics; only four studies reported negative effects, relating to intrinsic/extrinsic motivation or engagement.

    “Overall, the majority of the 45 studies included in this review reported positive effects of gamification on motivation and engagement in mathematics.Only four studies reported negative effects, relating to intrinsic/extrinsic motivation (Reyssier et al., 2022;Vandercruysse et al., 2015) or engagement (Lee et al., 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 Lee et al., 2023

    Lee et al. report in the Conclusions that the increase in interest in mathematics was minimal and that the course was less effective for lower-level students. The results also describe low interest in gamification-only modules, but do not establish a negative effect on engagement; game-based modules generally drew higher interest. The count of four studies is the citing review’s own finding, not a finding attributed specifically to Lee et al. (LLM, conf=0.82)

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  • Although engagement was assessed less frequently, findings were generally positive: higher engagement levels, active participation, strong cognitive and emotional engagement, and greater intentions to engage when motivated; however, lower engagement was reported among low-performing students, and one study found no significant differences between gamified and traditional groups.

    “Although engagement was assessed less frequently, findings were generally positive.Higher engagement levels were observed following gamification (Boom-Cárcamo et al., 2024), including active participation in tasks (Feroz et al., 2020) and strong cognitive and emotional engagement (Santos-Guevara et al., 2024).Students also reported greater intentions to engage when they felt motivated (Aljamaan et”

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

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  • Some studies found that difficult-to-obtain badges or persistent low leaderboard rankings reduced engagement (Lee et al., 2023).

    “Some studies found that difficult-to-obtain badges or persistent low leaderboard rankings reduced engagement (Lee et al., 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 Lee et al., 2023

    In the 'Division Question' section (page unavailable), the paper says students who earn badges only occasionally or cannot distinguish themselves sometimes drop the course in weeks 5 or 6. This supports a connection between limited badge success and reduced engagement, but it does not specifically say that badges were difficult to obtain or that persistently low leaderboard rankings reduced engagement. (LLM, conf=0.83)

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  • Lee et al. (2023) reported reduced engagement among lower-performing students exposed to competitive or performance-oriented mechanics.

    “while Lee et al. (2023) reported reduced engagement among lower-performing students exposed to competitive or performance-oriented mechanics.”

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

    The Conclusions (page not available) say high-achieving students were better motivated by gamification, especially badges and leaderboards, and suggest that lower-achieving students need a more complex motivational mechanism. They do not report that competitive mechanics reduced lower-performing students’ engagement; that turns a comparison in motivation into a decline attributed to those mechanics. (LLM, conf=0.86)

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  • Engagement was assessed far less frequently; only eight studies measured this construct, using either a unidimensional approach or specific subdimensions.

    “Engagement was assessed far less frequently.Only eight studies measured this construct, using either a unidimensional approach (Boom-Cárcamo et al., 2024;Chen et al., 2018;Lee et al., 2023;Wang et al., 2024) or specific subdimensions such as study-skills and interaction engagement (Feroz et al., 2020;Pimentel et al., 2022), cognitive and emotional engagement (Santos-Guevara et al., 2024), or”

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Research works printed but not linked: 3

  1. Kapp, K.M. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education; John Wiley & Sons: Hoboken, NJ, USA, 2012.
  2. Zichermann, G.; Cunningham, C. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps; O'Reilly Media, Inc.: Sebastopol, CA, USA, 2011.
  3. Tan, C.W.; Yu, P.-D.; Lin, L. Teaching computational thinking using mathematics gamification in computer science game tournaments. In Computational Thinking Education; Springer: Singapore, 2019; pp. 167-181. [CrossRef] · DOI

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Authors
Lee, J. Y., Pyon, C. U., & Woo, J.
Affiliations
  • Soonchunhyang University (KR)
  • Khalifa University of Science and Technology (AE)
Corresponding author
Woo, Jiyoung
Venue
Electronics
Publisher
MDPI AG
Published
2023-07-25
Volume
12
Issue
15
Pages
3207
ISSN
2079-9292 (ISSN-L)
OpenAlex
W4385259356
Cited by
50
References
33
Citations by year
2026: 12 · 2025: 20 · 2024: 15 · 2023: 3
FWCI
24.32
Type
journal article
Language
en
Open access
Locations
Electronics (publishedVersion, cc-by)
Funders
Soonchunhyang University Research Fund (20160846)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Education › Mathematics Education and Teaching Techniques
  • Physical Sciences › Mathematics › Applied Mathematics › Mathematics Education and Pedagogy
Keywords
gamification, digital twin, university mathematics education, liberal arts students, student engagement, student motivation, immersive learning environments, visualization of mathematical concepts, interactive problem solving

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