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

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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.
Original languageEnglish
Article number34
Number of pages18
JournalEducation Sciences
Volume16
Issue number1
DOIs
Publication statusPublished - Jan 2026

Funding

This study is co-funded by the Erasmus+ project ‘MathifyMe’ (Making maths more accessible using Game-based learning to create a more inclusive and less stressful environment in the learning of maths) project no: 2024-1-NL01-KA220-SCH-000254064.

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