Game Design as a Pedagogical Tool: Evaluating CriaMat in Mathematics Education

This study explores the potential of educational game design as a pedagogical strategy for teaching Mathematics in lower secondary education, addressing persistent challenges related to students’ motivation and engagement with the subject. The research focuses on the creation and implementation of a game, CriaMat, an ideation tool developed to support students in designing their own mathematical games. A qualitative approach was adopted, structured as a case study conducted in four classes and involving a total of 50 students. Data collection followed a mixed-methods strategy, combining participant observation, document analysis, and questionnaire-based inquiry, each applied during different phases of the intervention. The results indicate a positive reception of the approach, particularly in terms of student engagement, collaboration, and perceived learning. Analysis of the games produced demonstrates students’ ability to create functional games that integrate the knowledge and skills developed throughout the process. The findings also suggest that learning to design games was perceived as a valuable strategy for engaging with and consolidating mathematical content, while simultaneously providing a privileged context for developing essential competencies—such as critical thinking, creativity, and problem-solving—aligned with the national competency framework for compulsory education. The study does not aim to measure learning gains, but rather to explore students’ perceptions and experiences of learning mathematics through the process of game creation.

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Publication Details

Journal
Education Sciences
Published
2026-01-05
DOI
https://doi.org/10.3390/educsci16010071
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Game Design as a Pedagogical Tool: Evaluating CriaMat in Mathematics Education

A. Hall, Carla Duarte, Sónia Pais
Education Sciences
Educational Games and Gamification
article

Game Design as a Pedagogical Tool: Evaluating CriaMat in Mathematics Education

A. Hall, Carla Duarte, Sónia Pais
article en

Abstract

This study explores the potential of educational game design as a pedagogical strategy for teaching Mathematics in lower secondary education, addressing persistent challenges related to students’ motivation and engagement with the subject. The research focuses on the creation and implementation of a game, CriaMat, an ideation tool developed to support students in designing their own mathematical games. A qualitative approach was adopted, structured as a case study conducted in four classes and involving a total of 50 students. Data collection followed a mixed-methods strategy, combining participant observation, document analysis, and questionnaire-based inquiry, each applied during different phases of the intervention. The results indicate a positive reception of the approach, particularly in terms of student engagement, collaboration, and perceived learning. Analysis of the games produced demonstrates students’ ability to create functional games that integrate the knowledge and skills developed throughout the process. The findings also suggest that learning to design games was perceived as a valuable strategy for engaging with and consolidating mathematical content, while simultaneously providing a privileged context for developing essential competencies—such as critical thinking, creativity, and problem-solving—aligned with the national competency framework for compulsory education. The study does not aim to measure learning gains, but rather to explore students’ perceptions and experiences of learning mathematics through the process of game creation.

Education SciencesVol. 16(1)
Instituto Politécnico de Leiria (PT), Universidade Politécnica do Cávado e do Ave (PT), University of Aveiro (PT)
Center for Research and Development in Mathematics and Applications, Fundação para a Ciência e a Tecnologia
Quality Education
Openalex Percentile: Top 98%
Educational Games and Gamification
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