Needs Analysis to Define a Digital Learning Game Aimed at Coping with Mathematics Anxiety

Authors

  • Jenni Huhtasalo Faculty of Technology, Satakunta University of Applied Sciences https://orcid.org/0000-0001-5028-2884
  • Mirka Leino Faculty of Technology, Satakunta University of Applied Sciences, Pori, Finland https://orcid.org/0000-0002-0465-4197
  • Janika Tommiska Faculty of Technology, Satakunta University of Applied Sciences, Pori, Finland
  • Sonia Palha Faculty of Education, Amsterdam University of Applied Sciences, Amsterdam, The Netherlands https://orcid.org/0000-0002-1774-6533
  • Ljerka Juki´c Mati´c School of Applied Mathematics and Informatics, University of Osijek, Osijek, Croatia
  • Leonard Busuttil Faculty of Education, University of Malta, Msida, Malta
  • James Calleja Faculty of Education, University of Malta, Msida, Malta https://orcid.org/0000-0003-3936-6360
  • Sari Merilampi Faculty of Technology, Satakunta University of Applied Sciences, Pori, Finland

DOI:

https://doi.org/10.34190/ecgbl.19.1.3954

Keywords:

mathematics anxiety, game-based learning, needs analysis, digital learning tools, digital learning games, teacher professional development

Abstract

Mathematics anxiety is a well-documented phenomenon affecting students' learning experiences, engagement, and long-term career choices. This research is part of a wider effort to mitigate and prevent mathematics anxiety through the development of a digital learning game, supported by a follow-up teacher professional development programme. Previous research highlights a critical gap in the availability of games specifically designed to mitigate mathematics anxiety and promote learning and emotional well-being.  This paper focuses on the needs analysis phase of a game development process. The research follows the design-based approach, in which the first step involves identifying needs and defining educational objectives. The needs analysis is designed on a multinational basis by an interdisciplinary research team from five European countries. It aims to identify the requirements of teachers and students for the digital learning game based on a literature review, an analysis of mathematics curricula in the five European countries, as well as surveys conducted among teachers, students, and parents. Focus group interviews in these five countries deepen the understanding of teachers’ needs and perspectives. Results from the analysis will guide the design stage and contribute to the creation of game mechanics that align with the learning goals. Later, the game will be iteratively built, tested and improved together with teachers and students.  The needs analysis and definition of game requirements are carried out by a multidisciplinary team using co-design methods. The team includes experts from the fields of mathematics, game development, pedagogy, mental health and co-design. In addition to developing a digital learning game, the game is particularly aimed at supporting emotional well-being and engagement of the player in order to mitigate anxiety related to learning maths. Preliminary results from needs analysis reveal that specific game mechanics, modular design, and a positive psychology approach are considered essential in supporting student´s learning and well- being. The results form the basis for the further game design.

Author Biographies

Mirka Leino, Faculty of Technology, Satakunta University of Applied Sciences, Pori, Finland

Dr. Mirka Leino is a Principal Lecturer and Chief Researcher at Satakunta University of Applied Sciences, specializing in automation, robotics, and STEM in education. With a PhD in Technology (2017) and over two decades of experience, she has led numerous industry and STEM collaborations. She is passionate about education, she supervises theses and doctoral research while mentoring future engineers through the RoboAI Academy.

Janika Tommiska, Faculty of Technology, Satakunta University of Applied Sciences, Pori, Finland

Janika Tommiska is a lecturer at Satakunta University of Applied Sciences. She specialises in robotics, STEM, and welfare technology. She's enthusiastic about inspiring young people to explore technology fields, with a special focus on teaching them and their teachers programming and robotics.

Sonia Palha, Faculty of Education, Amsterdam University of Applied Sciences, Amsterdam, The Netherlands

Sonia Palha is associate professor of mathematics education at the Teacher Education program at the Amsterdam University of Applied Sciences. Her research focuses on mathematical learning and game-based pedagogy games. She coordinates the MathifyMe project and participated in several projects on GBL: GAMMA, MEGA, TranSEET.

Ljerka Juki´c Mati´c , School of Applied Mathematics and Informatics, University of Osijek, Osijek, Croatia

Ljerka Jukić Matić is associate professor at the Department of Mathematics, University of Osijek. Her main research interest is mathematics education, especially teacher professional development and the utilization of curriculum resources.

Leonard Busuttil, Faculty of Education, University of Malta, Msida, Malta

Leonard Busuttil is an associate  professor at the University of Malta, specialising in Computing education. He coordinates teacher training in digital literacy and computational thinking, and leads EU-funded projects on educational technology. His research explores AI in education, gamification, and innovative methods for engaging students in digital learning.

James Calleja, Faculty of Education, University of Malta, Msida, Malta

James Calleja, PhD – senior lecturer at the University of Malta, specialises in continuing professional development (CPD). He leads Collaborative Lesson Study Malta, is a council member of the World Association of Lesson Studies and won the Janet Duffin Award 2024. His research focuses on CPD, lesson study and mathematics education.

Sari Merilampi, Faculty of Technology, Satakunta University of Applied Sciences, Pori, Finland

Sari Merilampi has M.Sc. and D. Sc. degrees in electrical engineering and Title of Docent in data driven well-being services & technology. Sari researches well-being enhancing technologies and serious games in health. As Chief Researcher at RoboAI Health, her work explores game-based solutions, user-driven design, and technology in care services.

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Published

2025-09-26