Revisiting digital game-based mathematics learning: Global insights into thinking and attitudes from a PRISMA-guided review

Artigo2025

Dwi Yulianto; Muhamad Sukri Situmeang; Syahrul Anwar; Nita Puspitasari

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Resumo

This study employed a Systematic Literature Review (SLR) following the PRISMA 2020 guidelines to evaluate the impact of Game-Based Learning (GBL) on students’ cognitive and affective domains in mathematics education. Seventeen empirical studies published between 2018 and early 2025 were rigorously selected based on strict criteria emphasizing methodological quality and relevance to cognitive and affective aspects of mathematics learning. The findings consistently indicate that GBL significantly enhances cognitive outcomes, including conceptual understanding, problem-solving skills, and critical thinking abilities—particularly when supported by digital tools such as augmented reality, 3D escape rooms, and gamified platforms. In addition, GBL positively influences affective outcomes by increasing student motivation, fostering more favorable attitudes toward mathematics, and reducing math anxiety. However, assessments of affective domains remain less standardized than those of cognitive outcomes. Key contextual factors such as students’ prior knowledge, the quality of game design, intervention duration, and teacher preparedness were found to be critical in determining GBL effectiveness. The review also highlights the dominance of digital GBL in resource-rich environments while recognizing the potential of non-digital adaptations in low-resource contexts. Drawing on diverse international evidence, this review underscores GBL’s potential as an innovative pedagogical strategy that effectively integrates cognitive and affective learning. Practical recommendations include culturally responsive game design, comprehensive teacher training, and equitable access to technology to ensure successful GBL implementation across varied educational settings.

Dados da obra

Tipo
Artigo
Periódico
Kalamatika, v. 10, n. 2
Editora
Universitas Muhammadiyah Prof Dr HAMKA
Ano
2025
Idioma
en
Palavras-chave
Game-based learning; mathematics education; cognitive domain; affective domain; systematic review
Temas
Avaliação, Formação de Professores de Matemática, Resolução de Problemas
DOI
10.22236/kalamatika.vol10no2.2025pp94-116
ISSN
2527-5607, 2527-5615
Acesso
Acesso aberto
Fontes
DOAJ — Directory of Open Access Journals
Na Biblioteca desde
01/10/2026 · verificada em 03/10/2026

Como citar

ABNT
YULIANTO, Dwi et al.. Revisiting digital game-based mathematics learning: Global insights into thinking and attitudes from a PRISMA-guided review. Kalamatika, v. 10, n. 2, 2025. DOI: https://doi.org/10.22236/kalamatika.vol10no2.2025pp94-116.

APA

Yulianto, D., Situmeang, M. S., Anwar, S., & Puspitasari, N. (2025). Revisiting digital game-based mathematics learning: Global insights into thinking and attitudes from a PRISMA-guided review. Kalamatika, 10(2). https://doi.org/10.22236/kalamatika.vol10no2.2025pp94-116

BibTeX
@article{yulianto2025,
  author = {Yulianto, Dwi and Situmeang, Muhamad Sukri and Anwar, Syahrul and Puspitasari, Nita},
  title = {Revisiting digital game-based mathematics learning: Global insights into thinking and attitudes from a PRISMA-guided review},
  year = {2025},
  journal = {Kalamatika},
  volume = {10},
  number = {2},
  publisher = {Universitas Muhammadiyah Prof Dr HAMKA},
  doi = {10.22236/kalamatika.vol10no2.2025pp94-116},
  language = {en}
}
RIS
TY  - JOUR
AU  - Yulianto, Dwi
AU  - Situmeang, Muhamad Sukri
AU  - Anwar, Syahrul
AU  - Puspitasari, Nita
TI  - Revisiting digital game-based mathematics learning: Global insights into thinking and attitudes from a PRISMA-guided review
PY  - 2025
JO  - Kalamatika
VL  - 10
IS  - 2
DO  - 10.22236/kalamatika.vol10no2.2025pp94-116
LA  - en
ER  - 

Referência gerada automaticamente a partir dos metadados das fontes; confira com o documento original. Baixar BibTeX · Baixar RIS

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