Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/145875
Title: Designing player experience goals to support learners in a digital game about mathematics anxiety
Other Titles: Proceedings of the CSS Research Forum 2026
Authors: Matić, Ljerka Jukić
Palha, Sonia
Huhtasalo, Jenni
Busuttil, Leonard
Calleja, James
Leino, Mirka
Gomes, Isabel
Keywords: Math anxiety
Educational games -- Design and construction
Educational technology
Mathematics -- Study and teaching (Secondary)
Video games in education
Computer-assisted instruction
Emotions and cognition
Issue Date: 2026
Publisher: Centria University of Applied Sciences
Citation: Matic, L. J., Palha, S., Huhtasalo, J., Busuttil, L., Calleja, J., Leino, M., & Gomes, I. (2026). Designing player experience goals to support learners in a digital game about mathematics anxiety. In M. Forsell, M. Pekola & L. Siniluoto (Eds.), Proceedings of the CSS Research Forum 2026 (pp. 267-274). Kokkola: Centria University of Applied Sciences. https://urn.fi/URN:NBN:fi-fe2026041527640
Abstract: Mathematics Anxiety (MA) is a multifaceted academic anxiety that disrupts learning and performance, often leading to lifelong avoidance of mathematical contexts. This paper details the early preparatory phase of the MathifyMe project, an Erasmus+ initiative aimed at developing a digital learning game for students aged 8–15. Adopting a playcentric design and design-based research (DBR) approach, the authors establish design principles focused on emotional self-regulation, autonomy, and collaborative play. By integrating Self-Determination Theory (SDT) and positive psychology, the game aims to create a low-stress, failure-tolerant environment that enhances self-efficacy and fosters a growth mindset through multisensory tools and storytelling.
URI: https://www.um.edu.mt/library/oar/handle/123456789/145875
ISBN: 9789527604410
Appears in Collections:Scholarly Works - FacEduLLI



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