Design Principles for a Digital Game to Address Mathematics Anxiety in the Classroom

Authors

  • Sonia Palha Amsterdam University of Applied Sciences https://orcid.org/0000-0002-1774-6533
  • Ljerka Jukic Matic
  • Jenni Huhtasalo
  • Leonard Busuttil
  • Daan van Smaalen
  • Anders Bouwer
  • Janika Tommiska

DOI:

https://doi.org/10.34190/ecgbl.20.2.5499

Keywords:

Mathematics anxiety, Game-Based learning, Emotion-regulation, Digital games, Control value theory

Abstract

Mathematics anxiety is increasingly recognized as a significant barrier to learning, affecting not only students’ performance but also their motivation and long-term relationship with mathematics. Although digital game-based learning has shown potential to support motivation and learning in mathematics, only few games have been explicitly designed to prevent or alleviate mathematics anxiety. This study addresses that gap by examining how theory-informed design principles for an emotionally supportive digital mathematics game were implemented in the wireframe design of MathifyMe, a browser-based game for students aged 7-16.  To investigate how these principles were translated into design features, we conducted walkthrough sessions with researchers, teachers, and students. The findings revealed that the design principles provided sufficient guidance for developing game features that stakeholders recognized as potentially helpful for supporting math-anxious learners. Several critical implementation issues were identified, and implications for the further design of the game are discussed. This paper contributes to research on digital games and mathematics anxiety by offering a theory-informed set of design principles for emotionally supportive mathematics game design.

Author Biographies

Sonia Palha, Amsterdam University of Applied Sciences

Sonia Palha is Associate Professor of Mathematics Education at Amsterdam University of Applied Sciences. She teaches and conducts research in the Faculty of Education, focusing on mathematics learning through collaborative and interactive pedagogies. She currently leads national and international projects on game-based learning and mathematics anxiety.

Ljerka Jukic Matic

Ljerka Jukić Matić is Associate Professor at School of Applied Mathematics and Informatics, Josip Juraj Strossmayer University of Osijek. Her research focuses on the professional development of mathematics teachers, the use of resources in mathematics teaching, game-based learning, and task design.

Jenni Huhtasalo

Jenni Huhtasalo is a Doctor of Social Sciences (Sociology) and Senior Researcher at Satakunta University of Applied Sciences, Finland. Her research examines intersections of technology, care and society, with interests in digitalization, well-being technology, virtual reality, ageing, education, and actor-network theory.

Daan van Smaalen

Daan van Smaalen is a lecturer at the Faculty of Education of Amsterdam University of Applied Sciences. In the master’s program, he teaches both mathematics pedagogy as well as pure mathematics to in-service mathematics teachers. Daan is involved in several (European) projects on game-based learning

Anders Bouwer

Anders Bouwer is a senior researcher and lecturer at the Amsterdam University of Applied Sciences, working for the Faculty of Digital Media and Creative Industries, and the Smart Education Lab at the Faculty of Education. His research interests include educational game design, interactive knowledge representations, and artificial intelligence in education

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Published

2026-09-28