Mathepoly: exploring the impact of gamification on students’ motivation and engagement in mathematics

The declining interest of Malaysian students in Science, Technology, Engineering and Mathematics (STEM) education is alarming in preparing them for Industry Revolution 4.0. Despite efforts to enhance STEM education, students STE Mathematics subjects to be dry and unengaging, largely due to tradition...

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Main Authors: Tengku Samsudin, Tengku Alias, Mat Nawi, Mohd Nazim, Saidin, Nurhafizah, Alamin, Hamidah, Mohd Bashah, Bahirah, Sidek, Muhammad Izzuddin
Format: Article
Language:English
Published: Asian Scholars Network 2025
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Online Access:http://irep.iium.edu.my/120026/7/120026_Mathepoly%20exploring.pdf
http://irep.iium.edu.my/120026/
https://asianscholarsnetwork.com/asnet-journals/
https://doi.org/10.55057/ajress.2025.7.2.24
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spelling my.iium.irep.1200262025-03-06T02:36:05Z http://irep.iium.edu.my/120026/ Mathepoly: exploring the impact of gamification on students’ motivation and engagement in mathematics Tengku Samsudin, Tengku Alias Mat Nawi, Mohd Nazim Saidin, Nurhafizah Alamin, Hamidah Mohd Bashah, Bahirah Sidek, Muhammad Izzuddin L Education (General) QA Mathematics QA155 Algebra The declining interest of Malaysian students in Science, Technology, Engineering and Mathematics (STEM) education is alarming in preparing them for Industry Revolution 4.0. Despite efforts to enhance STEM education, students STE Mathematics subjects to be dry and unengaging, largely due to traditional teaching methods that fail to inspire curiosity and enthusiasm. For this reason, it has become necessary to develop educational strategies utilizing gamification and technology to maintain student interest. Gamification that involves adding game-like elements to classroom settings has become increasingly popular in education, especially for teaching Mathematics. Researchers have studied how gamification can boost student engagement, motivation, and learning experience. This study is to explore the impact of gamification in Mathematics education through the creation and implementation of "Mathepoly", a game inspired by the classic Monopoly but infused with mathematical concepts and technology. Incorporating Mathepoly board with QR codes linked to Quizizz platform enhances the application of technology and makes the learning experience more engaging. This study employed quantitative analysis based on questionnaire adapted from ARCS model incorporate three components of motivation; attention (A), confidence (C), and satisfaction (S). One of the ARCS components which is relevant (R) was replaced with perceived learning effects (PLE). Two components corresponding to engagement, both emotional and cognitive also included. The questionnaire includes 20 items that used a 5-point Likert scale. The results indicated that gamification through Mathepoly increase student motivation and engagement. Additionally, there are significant positive correlation between motivation and engagement. Thus, this indicates a high impact of using Mathepoly as a gaming tool for mathematics education. Asian Scholars Network 2025-03-01 Article PeerReviewed application/pdf en http://irep.iium.edu.my/120026/7/120026_Mathepoly%20exploring.pdf Tengku Samsudin, Tengku Alias and Mat Nawi, Mohd Nazim and Saidin, Nurhafizah and Alamin, Hamidah and Mohd Bashah, Bahirah and Sidek, Muhammad Izzuddin (2025) Mathepoly: exploring the impact of gamification on students’ motivation and engagement in mathematics. ASIAN JOURNAL OF RESEARCH IN EDUCATION AND SOCIAL SCIENCES (AJRESS), 7 (2 SPECIAL ISSUE). pp. 246-256. E-ISSN 2682-8502 https://asianscholarsnetwork.com/asnet-journals/ https://doi.org/10.55057/ajress.2025.7.2.24
institution Universiti Islam Antarabangsa Malaysia
building IIUM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider International Islamic University Malaysia
content_source IIUM Repository (IREP)
url_provider http://irep.iium.edu.my/
language English
topic L Education (General)
QA Mathematics
QA155 Algebra
spellingShingle L Education (General)
QA Mathematics
QA155 Algebra
Tengku Samsudin, Tengku Alias
Mat Nawi, Mohd Nazim
Saidin, Nurhafizah
Alamin, Hamidah
Mohd Bashah, Bahirah
Sidek, Muhammad Izzuddin
Mathepoly: exploring the impact of gamification on students’ motivation and engagement in mathematics
description The declining interest of Malaysian students in Science, Technology, Engineering and Mathematics (STEM) education is alarming in preparing them for Industry Revolution 4.0. Despite efforts to enhance STEM education, students STE Mathematics subjects to be dry and unengaging, largely due to traditional teaching methods that fail to inspire curiosity and enthusiasm. For this reason, it has become necessary to develop educational strategies utilizing gamification and technology to maintain student interest. Gamification that involves adding game-like elements to classroom settings has become increasingly popular in education, especially for teaching Mathematics. Researchers have studied how gamification can boost student engagement, motivation, and learning experience. This study is to explore the impact of gamification in Mathematics education through the creation and implementation of "Mathepoly", a game inspired by the classic Monopoly but infused with mathematical concepts and technology. Incorporating Mathepoly board with QR codes linked to Quizizz platform enhances the application of technology and makes the learning experience more engaging. This study employed quantitative analysis based on questionnaire adapted from ARCS model incorporate three components of motivation; attention (A), confidence (C), and satisfaction (S). One of the ARCS components which is relevant (R) was replaced with perceived learning effects (PLE). Two components corresponding to engagement, both emotional and cognitive also included. The questionnaire includes 20 items that used a 5-point Likert scale. The results indicated that gamification through Mathepoly increase student motivation and engagement. Additionally, there are significant positive correlation between motivation and engagement. Thus, this indicates a high impact of using Mathepoly as a gaming tool for mathematics education.
format Article
author Tengku Samsudin, Tengku Alias
Mat Nawi, Mohd Nazim
Saidin, Nurhafizah
Alamin, Hamidah
Mohd Bashah, Bahirah
Sidek, Muhammad Izzuddin
author_facet Tengku Samsudin, Tengku Alias
Mat Nawi, Mohd Nazim
Saidin, Nurhafizah
Alamin, Hamidah
Mohd Bashah, Bahirah
Sidek, Muhammad Izzuddin
author_sort Tengku Samsudin, Tengku Alias
title Mathepoly: exploring the impact of gamification on students’ motivation and engagement in mathematics
title_short Mathepoly: exploring the impact of gamification on students’ motivation and engagement in mathematics
title_full Mathepoly: exploring the impact of gamification on students’ motivation and engagement in mathematics
title_fullStr Mathepoly: exploring the impact of gamification on students’ motivation and engagement in mathematics
title_full_unstemmed Mathepoly: exploring the impact of gamification on students’ motivation and engagement in mathematics
title_sort mathepoly: exploring the impact of gamification on students’ motivation and engagement in mathematics
publisher Asian Scholars Network
publishDate 2025
url http://irep.iium.edu.my/120026/7/120026_Mathepoly%20exploring.pdf
http://irep.iium.edu.my/120026/
https://asianscholarsnetwork.com/asnet-journals/
https://doi.org/10.55057/ajress.2025.7.2.24
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score 13.251813