Enhancing Simple Interest Understanding through Game-Based Learning

Authors

Keywords:

Gamification,Business Mathematics, Game-based learning, Mathematics anxiety, Board game

Abstract

Tertiary students struggle with mathematics anxiety.  An interactive pedagogical approach is crucial to cultivating students’ interest in mathematics. This study focuses on Mastery Interest (MAIN), a customised board game that simulates real economic environments to teach students about simple interest in a fun way.  Forty-four UiTM students participated in this study. The data that were gathered using the GAMEX and MSLQ frameworks were examined using quantitative analysis. The output shows strong engagement, task value, and critical thinking from most students. This suggests that the MAIN effectively scaffolds mathematical concepts. Game-based learning supports financial comprehension, self-regulated learning, and cognitive overload reduction.

 

Author Biographies

  • Kelvin Goh Tee Hiong, MARA University of Technology

    FACULTY OF COMPUTER AND MATHEMATICAL SCIENCES

  • Chen Chee Khium, MARA University of Technology

    FACULTY OF COMPUTER AND MATHEMATICAL SCIENCES

  • Christina Eu Nguk Ling

    FACULTY OF COMPUTER AND MATHEMATICAL SCIENCES

  • Tay Siew Ying, MARA University of Technology

    FACULTY OF COMPUTER AND MATHEMATICAL SCIENCES

References

Ashcraft, M. H. (2002). Math anxiety: Personal, educational, and cognitive consequences. Current Directions in Psychological Science, 11(5), 181–185.

Baharin, N., Kamarudin, N., & Manaf, U. K. A. (2018). Integrating STEM Education Approach in Enhancing Higher Order Thinking Skills. International Journal of Academic Research in Business and Social Sciences, 8(7), 810–822.

Eppmann, R., Bekk, M. & Klein, K. (2018). Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX]. Journal of Interactive Marketing, Elsevier, vol. 43(1), 98-115. https://doi.org/10.1016/j.intmar.2018.03.002

Ho, J. CS., Hung, YS. & Kwan, L. YY. (2022). The impact of peer competition and collaboration on gamified learning performance in educational settings: A Meta-analytical study. Education and Information Technology, 27, 3833–3866. https://doi.org/10.1007/s10639-021-10770-2

Hromek, R., & Roffey, S. (2009). Promoting social and emotional learning with games: "It's fun and we learn things." Simulation & Gaming, 40(5), 626–644. https://doi.org/10.1177/1046878109333793

Jamaluddin, F., Razak, A. Z. A., & Rahim, S. A. (2024). Navigating the challenges and future pathways of STEM education in Asia-Pacific region: A comprehensive scoping review. Stem Education, 5(1), 53-88.

Kenyang, A. A., Ong, S. L., Tuh, M. H., Ting, S. U., & David Buan, M. G. (2026). Game-Based Learning Innovation in Mathematics: Evaluating Student Experiences with Trigonometric PowerPoint Games. Innovative Teaching and Learning Journal, 10(1), 90–100.

Kiili, K., Devlin, K., Perttula, A., Tuomi, P., & Lindstedt, A. (2015). Using video games to combine learning and assessment in mathematics education. International Journal of Serious Games, 2(4), 37–55. https://doi.org/10.17083/ijsg.v2i4.98

Mayer, R. E. (2021). Multimedia learning (3rd ed.). Cambridge University Press.

Pintrich, P. R., & De Groot, E. V. (1990). Motivational and self-regulated learning components of classroom academic performance. Journal of Educational Psychology, 82(1), 33–40. https://doi.org/10.1037/0022-0663.82.1.33

Downloads

Published

2026-04-28

Issue

Section

Virtual Innovation Competition