Revolutionising Mathematics:

Innovative Teaching Methods with ENJOYMATHS

Authors

  • Siti Rosiah Mohamed Universiti Teknologi MARA Cawangan Pahang
  • Noor Izyan Mohamad Adnan Universiti Teknologi MARA Cawangan Pahang
  • Norlaila Mohd Din Universiti Teknologi MARA Cawangan Pahang
  • Nazirah Ramli Universiti Teknologi MARA Cawangan Pahang
  • Ainun Hafizah Mohd Universiti Teknologi MARA Cawangan Pahang

DOI:

https://doi.org/10.24191/gading.v29i2.860

Keywords:

Post-COVID , fraction , logistic regression , mathematics , mathematics game , online game

Abstract

Mathematics is a critical core subject in primary and secondary schools, as well as in higher educational institutions. However, students are increasingly losing interest in this subject due to difficulties in understanding its concepts. An effective approach must be implemented to address this challenge. This study aims to investigate students’ perceptions of an online learning game, ENJOYMATHS, as well as the associated influencing factors and the game's impact on them. A descriptive and logistic regression analysis was conducted to achieve the study's objectives. A total of 37 secondary school students and 40 diploma students participated in this research. The results indicate that most students have a favourable perception of ENJOYMATHS, with 97.4% enjoying the game and agreeing that it is easily accessible and convenient to play anywhere. Moreover, ENJOYMATHS has had a significant impact on students' interest in Mathematics, with 89.6% reporting increased enthusiasm for the subject and 93.5% finding it easier to understand mathematical topics such as fractions, percentages, and decimals. Additionally, 85% of the participants stated that the game enabled them to learn Mathematics independently at home. Furthermore, ENJOYMATHS shows promising market potential, as 57% of the students expressed interest in purchasing this interactive game application. The key factors influencing students' enjoyment of ENJOYMATHS are their Mathematics scores and the game's engaging and easy-to-understand design. In conclusion, ENJOYMATHS has a positive impact on students by helping them overcome difficulties in understanding fundamental mathematical concepts. It is hoped that this innovative teaching method will emerge as a transformative approach in future education.

References

Adenike, O. T., Christiana, U. O., & Chioma, A. O. (2024). Gamified Mathematics Education (GME): A New Pedagogical Model for Digital Learning Platforms. Open Access Research Journal of Multidisciplinary Studies Учредители: Open Access Research Journals Publication, 8(2), 021-031. https://doi.org/10.53022/oarjs.2024.8.2.0060

AlAli, R., & Wardat, Y. (2024). Exploring the Impact of Kahoot! As a Collaborative Gamified Mathematics Learning Platform for Jordanian Junior School Gifted Students. Journal of Asian Scientific Research, 14(2), 227-236. https://doi.org/10.55493/5003.v14i2.5061

Asogwa, O. R., Seals, C. D., Tripp, L. O., & Nix, K. N. (2023). Mathematics Enrichment through Accelerated Learning to Mitigate Learning Loss Due to COVID-19 Pandemic and Distance Learning, Reimagining Education-The Role of E-Learning, Creativity, and Technology in the Post-Pandemic Era 1-20. IntechOpen. https://doi.org/10.5772/intechopen.1002261

Catarina, D., & Fatima, M. (2023). Digital Educational Games for Learning Mathematics. 25th International Sympposium on Computers in Education, SIIE 2023, 197174. http://doi.org/ 10.1109/SIIE59826.2023.10423705

Chen, G., Xiaoyong, Z., Yingwei, J., & Yang, L. (2021). A Study on Parents' Willingness to Pay for Online Learning of Middle School Students Based on Perceived Value. Mobile Information Systems 2021, (3), 1-15. https://doi.org/10.1155/2021/4300434

Faizal, T. T. M. (2019). Motivasi Pencetus Kejayaan Akademik Pelajar. Kuala Lumpur: Perpustakaan Negara Malaysia.

García-López, I. M., Acosta-Gonzaga, E., & Ruiz-Ledesma, E. F. (2023). Investigating the Impact of Gamification on Student Motivation, Engagement, and Performance. Education Sciences, 13(8),1 -17. https://doi.org/10.3390/educsci13080813

Guerra, T.L., & Díaz, C.E. (2018). Games, Knowledge and Acceptance of Technology in Digital Era. RISTI-Revista Iberica de Sistemas e Tecnologias de Informacao, E16 (2018), 171-181.

Hidayat, R., Qi, T. Y., Ariffin, P. N. A. B. T., Hadzri, M. H. B. M., Chin, L. M., Ning, J. L. X., & Nasir, N. (2024). Online Game-Based Learning in Mathematics Education among Generation Z: A Systematic Review. International Electronic Journal of Mathematics Education, 19(1). 1-8. http://doi.org/10.29333/iejme/14024

Hui, H. B., & Mahmud, M.S. (2023). Influence of Game-Based Learning in Mathematics Education on the Students' Cognitive and Affective Domain: A Systematic Review. Frontiers in Psychology, 14 (2023), 1105806. https://doi.org/10.3389/fpsyg.2023.1105806

Ibrahim, R., Suraya, M., Yusoff, R.C.M., Zainuddin,N.M.M., & Rizman, Z.I. Student Acceptance of Educational Games in Higher Education. Journal of Fundamental and Applied Sciences, 9(3S), 809-829. https://doi.org/10.4314/jfas.v9i3s.62

James, R., Leicha, B., & Michael, M. (2023). Identifying the Characteristics of Non-Digital Mathematical Games Most Valued by Educators. Education Sciences, 1(13), 1-14. https://doi.org/10.3390/educsci13010030

Kaur, P., Jawaid, A., Nathaniel, A., Thomas,B., Zulfazid, M., & Kong, R. (2021). Overspending on online game app purchasing among university students in Sarawak, Malaysia. Elementary Education Online, 19 (3), 2510-2510. https://doi.org/10.17051/ilkonline.2020.03.735410

Li, D., Shaoyang, W., Yumeng, C., & Zhengmei, P. (2020). Digital games-based learning in a Shanghai primary-school mathematics class: A case study. Journal of Computer Assisted Learning, 36, 709-717. https://doi.org/10.1111/jcal.12438

Lori, L.S. (2006). Tangible Math. Interactive Technology and Smart Education, 4(3), 293-309. https://doi.org/10.1108/17415650680000069

Manalu, R.U., & Judijanto, L. (2024). Barriers and Difficulties of Students in the Mathematics Learning Process in Junior High Schools. Journal of Education Research and Evaluation, 8(2), 306-316. https://doi.org/ 10.23887/jere. v8i2.74056

Marange, T., & Adendorff, S. A. (2021). The Contribution of Online Mathematics Games to Algebra Understanding in Grade 8. Pythagoras-Journal of the Association for Mathematics Education of South Africa, 42(1), 1-8. https://doi. org/10.4102/pythagoras. v42i1.586

Maryana, M., Halim, C., & Rahmi, H. (2024). The Impact of Gamification on Student Engagement and Learning Outcomes in Mathematics Education. International Journal of Business, Law, and Education, 5(2), 1697-1608. https://doi.org/10.56442/ijble.v5i2.682

Meylani, R. (2025). Gamification and Game-Based Learning in Mathematics Education for Advancing SDG 4: A Systematic Review and Qualitative Synthesis of Contemporary Research Literature. Journal of Lifestyle and SDGs Review, 5(2), e04567. https://doi.org/10.47172/2965-730X.SDGsReview.v5.n02.pe04567

Orim, Ekonesi, R., & Ekwueme, C. O. (2011). The Roles of Games in Teaching and Learning of Mathematics in Junior Secondary Schools. Global Journal of Educational Research,10 (2), 121-124.

Pereira, P. R. B., Lima, D. L. de, Trombini, P., Monteiro, V. A. Ortega, R. A., & Divino. M. de O. B. (2024). The Use of Technology and Innovation for Teaching Mathematics. Revista de Gestao Social e Ambient 18(10). https://doi.org/10.24857/rgsa.v18n10-297

PISA. (2023). PISA 2022 Results: Factsheets-Malaysia.

Qing, L., Elise, V., Collette, L., & Shahista, N. (2016). Secondary Students Learning Mathematics through Digital Game Building: A Study of the Effects and Students’ Perceptions. International Journal for Technology in Mathematics Education, 1(23), 25-34. https://doi.org/10.1564/tme_v23.1.03

Rosni, N.H., Anuar N., & Idris. A.S. (2024). The Effectiveness of Educational Games in Learning Mathematics among Secondary School Students. Malaysian Journal of Computing, 9(2), 1888-1895.https://doi.org/10.24191/mjoc.v9i2.26079

Syaza, M. S., Sharini, C. I., & Asmawati, S. (2014). Kajian Minat dan Motivasi Murid Terhadap Pengajaran Pendidikan Islam. Seminar Pasca Siswazah Dalam Pendidikan (GREDUC 2014),471-477.

Tapp, F. (2025). Why Some Parents Are Turning to 'Edutainment' to Get Their Kids More Excited About Learning. Parents, (2025). https://www.parents.com/what-is-edutainment-8780851.

Videnovik, M., Vold, T., Kiønig, L., Madevska Bogdanova, A., & Trajkovik, V. (2023). Game-based Learning in Computer Science Education: A Scoping Literature Review. International Journal of STEM Education, 10(1), 1-23. https://doi.org/10.1186/s40594-023-00447-2.

Wahyuni, E., Tanuso, N.A.E., Waruwu, Y., Mata, Y., & Susanto, A.N. (2023). The Role of Educational Games in Increasing Student Motivation and Engagement. Al-Hijr: Journal of Adulearn World, 2(4), 366-383. https://doi.org/10.55849/alhijr.v2i4.552.

Xie, J., Wang, M., & Hooshyar, D. (2021). Student, Parent, and Teacher Perceptions Towards Digital Educational Games: How They Differ and Influence Each Other. Knowledge Management & E-Learning, 13(2), 142-160. https://doi.org/10.34105/j.kmel.2021.13.008.

Zhan, Z., He, L., Tong, Y., Liang, X., Guo, S., & Lan, X. (2022). The Effectiveness of Gamification in Programming Education: Evidence from a Meta-Analysis. Computers and Education: Artificial Intelligence, 3, 100096. https://doi.org/10.1016/j.caeai.2022.100096.

Downloads

Published

2026-07-30

How to Cite

Mohamed, S. R., Mohamad Adnan, N. I., Mohd Din, N., Ramli, N., & Mohd, A. H. (2026). Revolutionising Mathematics: : Innovative Teaching Methods with ENJOYMATHS. Gading Journal for the Social Sciences (e-ISSN 2600-7568), 29(2), 104–115. https://doi.org/10.24191/gading.v29i2.860