A Conceptual Model for Designing Anxiety-Reducing Digital Games in Mathematics Education

This paper presents a conceptual model for creating digital educational games that aim to reduce mathematics anxiety (MA) and promote positive emotional engagement in mathematics education. No empirical data were collected or analyzed; the proposed model is based on a synthesis of theory and empirical findings from prior studies. Drawing on Control-Value Theory and recent meta-analyses and systematic reviews, the model identifies key psychological mechanisms underlying MA and proposes game features that address both cognitive and emotional domains. Adaptive difficulty and feedback, safe error handling, narrative, collaborative play, emotional regulation tools, mastery-oriented low-stakes practice, and non-competitive progress tracking are all discussed in terms of their theoretical foundation and empirical support. The paper explains how these features can improve learners’ perceived control and value, reducing anxiety while increasing motivation, self-efficacy, and engagement. The proposed model combines game design principles with evidence-based intervention strategies to provide guidance for the future development and evaluation of anxiety-reducing digital math games. This framework is intended to help researchers and practitioners create digital games that effectively support students with high math anxiety and improve mathematics education outcomes.

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Publication Details

Journal
Education Sciences
Published
2025-12-27
DOI
https://doi.org/10.3390/educsci16010034
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

A Conceptual Model for Designing Anxiety-Reducing Digital Games in Mathematics Education

Sónia Palha, Ljerka Jukić Matić, Jenni Huhtasalo
Education Sciences
Educational Games and Gamification
article

A Conceptual Model for Designing Anxiety-Reducing Digital Games in Mathematics Education

Sónia Palha, Ljerka Jukić Matić, Jenni Huhtasalo
article en

Abstract

This paper presents a conceptual model for creating digital educational games that aim to reduce mathematics anxiety (MA) and promote positive emotional engagement in mathematics education. No empirical data were collected or analyzed; the proposed model is based on a synthesis of theory and empirical findings from prior studies. Drawing on Control-Value Theory and recent meta-analyses and systematic reviews, the model identifies key psychological mechanisms underlying MA and proposes game features that address both cognitive and emotional domains. Adaptive difficulty and feedback, safe error handling, narrative, collaborative play, emotional regulation tools, mastery-oriented low-stakes practice, and non-competitive progress tracking are all discussed in terms of their theoretical foundation and empirical support. The paper explains how these features can improve learners’ perceived control and value, reducing anxiety while increasing motivation, self-efficacy, and engagement. The proposed model combines game design principles with evidence-based intervention strategies to provide guidance for the future development and evaluation of anxiety-reducing digital math games. This framework is intended to help researchers and practitioners create digital games that effectively support students with high math anxiety and improve mathematics education outcomes.

Education SciencesVol. 16(1)
Satakunta University of Applied Sciences (FI), University of Osijek (HR), Amsterdam University of Applied Sciences (NL)
Erasmus+
Quality Education
Openalex Percentile: Top 27%
Educational Games and Gamification
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A Conceptual Model for Designing Anxiety-Reducing Digital Games in Mathematics Education — Sónia Palha, Ljerka Jukić Matić, et al. · Education Sciences (2025) | TGRS Research Map | TGRS