Forthcoming

An Adaptive Mechanism Framework For Integrating Digital Game-Based Learning In Secondary Mathematics Education (Miad-M)

Authors

  • Norshah Rozaifah Mohamad Faculty of Education, Universiti Kebangsaan Malaysia, Selangor, Malaysia Author
  • Mohd Jasmy Abd Rahman Faculty of Education, Universiti Kebangsaan Malaysia, Selangor, Malaysia Author

DOI:

https://doi.org/10.70148/rise.v3i5.7

Keywords:

Digital Era, Conceptual Framework, Secondary School Mathematics, Digital Game-Based Learning (DGBL), MIAD-M Framework

Abstract

Digital transformation in Mathematics education demands innovative and sustainable pedagogical integration, in line with the aspirations of the national Digital Education Policy (DPD). However, implementing Digital Game-Based Learning (DGBL) in classrooms often faces multidimensional constraints, including students' extraneous cognitive load, teachers' pedagogical competency and time limitations, and unstable school digital infrastructure. Therefore, this concept paper aims to propose the Framework of Adaptive Mechanism for DGBL-Mathematics Integration (MIAD-M) as a holistic conceptual framework to empower secondary school Mathematics teaching and learning in the digital era. The framework was developed using a narrative literature analysis approach and conceptual synthesis of global empirical studies published between 2022 and 2026. Structurally, MIAD-M integrates four Pedagogical-Game Integration Cores: Serious Educational Games (SEGs), Immersive Learning Environments (AR/VR), Gamification, and Constructionist Gaming, functionally mapped to secondary school Mathematics topics. The primary novelty of this framework lies in its Multidimensional Adaptation and Support System component, which encompasses three key elements: a cognitive mitigation protocol for managing challenge-skill balance, pedagogical mitigation via a modular "TPACK-Lite" 10–15 minutes approach, and technical mitigation based on fallback architecture. The development of the MIAD-M framework makes a significant theoretical contribution by synthesizing various digital learning theories. Furthermore, it provides sustainable, scalable, and cost-effective practical guidelines for educators, EdTech developers, and policymakers to drive a more inclusive and dynamic digital transformation.

References

Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1–11. https://doi.org/10.1016/j.edurev.2016.11.002

Cals, J. W., & Kotz, D. (2013). Effective writing and publishing scientific papers, part X: Measuring research output. Journal of Clinical Epidemiology, 66(4), 359. https://doi.org/10.1016/j.jclinepi.2013.01.003

Christopoulos, A., Mystakidis, S., Kurczaba, J., Laakso, M. J., & Stylios, C. (2024). Is immersion in 3D virtual games associated with mathematical ability improvement in game-based learning? International Journal of Science and Mathematics Education, 22(7), 1479–1499. https://doi.org/10.1007/s10763-023-10416-5

Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row.

Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. Plenum Press.

Dehghanzadeh, H., Farrokhnia, M., Dehghanzadeh, H., Taghipour, K., & Noroozi, O. (2024). Using gamification to support learning in K-12 education: A systematic literature review. British Journal of Educational Technology, 55(1), 34–70. https://doi.org/10.1111/bjet.13354

Dengel, A. (2022). What is immersive learning? In Proceedings of the 2022 8th International Conference of the Immersive Learning Research Network (iLRN) (pp. 1–5). IEEE. https://doi.org/10.23919/iLRN55037.2022.9815941

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–15). ACM. https://doi.org/10.1145/2181037.2181040

Ersozlu, Z. (2024). Exploring game-based learning to enhance mathematics teaching and learning: A case study of year 6. Contemporary Educational Technology, 16(3), em512. https://doi.org/10.30935/cedtech/18747

Fuentes-Riffo, K., Salcedo-Lagos, P., Sanhueza-Campos, C., Pinacho-Davidson, P., Friz-Carrillo, M., Kotz-Grabole, G., & Espejo-Burkart, F. (2023). The influence of gamification on high school students' motivation in geometry lessons. Sustainability, 15(21), 15432. https://doi.org/10.3390/su152115432

Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan.

Hainey, T., Connolly, T. M., Boyle, E. A., Wilson, A., & Razak, A. (2016). A systematic literature review of games-based learning empirical evidence in primary, secondary and higher education. Computers & Education, 102, 202–223. https://doi.org/10.1016/j.compedu.2016.09.001

Hanggara, Y., Qohar, A., & Sukoriyanto. (2024). The impact of augmented reality-based mathematics learning games on students' critical thinking skills. International Journal of Interactive Mobile Technologies, 18(7), 173–187. https://doi.org/10.3991/ijim.v18i07.45210

Ishak, N. A., Luan, W. S., & Mohd Ayub, A. F. (2023). Digital game-based learning in mathematics education: A systematic review of empirical evidence. Eurasia Journal of Mathematics, Science and Technology Education, 19(4), em2243. https://doi.org/10.29333/ejmste/13010

Jaakkola, E. (2020). Designing conceptual articles: Four approaches. AMS Review, 10(1-2), 18–26. https://doi.org/10.1007/s13162-020-00161-0

Jarrah, A. M., Wardat, Y., Fidalgo, P., & Ali, N. (2025). Gamifying mathematics education through Kahoot: Fostering motivation and achievement in the classroom. Research and Practice in Technology Enhanced Learning, 20(10), 1–27. https://doi.org/10.58459/rptel.2025.20010

Jukić Matić, L., & Palha, S. A. G. (2025). Challenges and opportunities in applying constructionist digital games in secondary mathematics education. International Electronic Journal of Mathematics Education, 20(3), em0768. https://doi.org/10.29333/iejme/15124

Kafai, Y. B., & Burke, Q. (2015). Constructionist gaming: Understanding the benefits of making games for learning. Educational Psychologist, 50(4), 313–334. https://doi.org/10.1080/00461520.2015.1122533

Kasım, S., & Deringöl, Y. (2025). Investigating secondary school students' mathematics anxiety and attitudes towards mathematics in the digital era. Journal of Pedagogical Research, 9(1), 88–104. https://doi.org/10.33902/JPR.2025.210

Kementerian Pendidikan Malaysia. (2023). Dasar Pendidikan Digital (DPD). Kementerian Pendidikan Malaysia.

Kitchenham, B., & Charters, S. (2007). Guidelines for performing systematic literature reviews in software engineering (Technical Report No. EBSE 2007-001). Keele University & Durham University.

Koehler, M. J., Mishra, P., & Cain, W. (2013). What is technological pedagogical content knowledge (TPACK)? Journal of Education, 193(3), 13–19. https://doi.org/10.1177/002205741319300303

MacInnis, D. J. (2011). A framework for conceptual contributions in marketing. Journal of Marketing, 75(4), 136–154. https://doi.org/10.1509/jmkg.75.4.136

Mandala, A. S., Anwar, L., Sa'dijah, C., & Zulnaidi, H. (2025). Development of mobile augmented reality-based geometry learning games to facilitate spatial reasoning. Infinity Journal, 14(2), 323–348. https://doi.org/10.22460/infinity.v14i2.p323-348

Mishra, P., & Koehler, M. J. (2006). Technological pedagogical content knowledge: A framework for teacher knowledge. Teachers College Record, 108(6), 1017–1054. https://doi.org/10.1111/j.1467-9620.2006.00684.x

Moral-Sánchez, S. N., Sánchez-Compaña, M. T., & Sánchez-Cruzado, C. (2022). Flipped learning model enriched with gamification educational platforms for learning geometry. Pixel-Bit, Revista de Medios y Educación, 65, 149–182. https://doi.org/10.12795/pixelbit.93538

OECD. (2023). Digital education outlook 2023: Towards an effective digital education ecosystem. OECD Publishing. https://doi.org/10.1787/c74f03de-en

Page, M. J., McKenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., Shamseer, L., Tetzlaff, J. M., Akl, E. A., Welch, V., & Moher, D. (2021). The PRISMA 2020 statement: An updated guideline for reporting systematic reviews. Systematic Reviews, 10(1), 1–11. https://doi.org/10.1186/s13643-021-01626-4

Papert, S. (1980). Mindstorms: Children, computers, and powerful ideas. Basic Books.

Piaget, J. (1952). The origins of intelligence in children. International Universities Press.

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533

Polydoros, G., & Antoniou, A. S. (2025). Empowering students with learning disabilities: Examining serious digital games' potential for performance and motivation in math education. Behavioral Sciences, 15(3), 205. https://doi.org/10.3390/bs15030205

Pramuditya, S. A., Noto, M. S., & Azzumar, F. (2022). Characteristics of students' mathematical problem solving abilities in open-ended-based virtual reality game learning. Infinity Journal, 11(2), 255–272. https://doi.org/10.22460/infinity.v11i2.p255-272

Pramuditya, S. A., Widiyasari, R., & Fitriadi, P. (2025). Enhancing 3D geometry learning: A differentiated educational game approach. Infinity Journal, 14(4), 1043–1064. https://doi.org/10.22460/infinity.v14i4.p1043-1064

Puentedura, R. R. (2006). Transformation, technology, and education. Hippasus.

Ragni, M., Tarallo, A., & Di Tore, P. A. (2023). Immersive learning environments and mathematics education: A systematic mapping study. Education and Information Technologies, 28(8), 9875–9901. https://doi.org/10.1007/s10639-023-11612-4

Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Research Review, 29, 100301. https://doi.org/10.1016/j.edurev.2019.100301

Sansyzbayev, A., Kadirbayeva, R., Daiyrbekov, S., & Zhetpisbayeva, G. (2025). Applying gamification technology to enhance student engagement in high school mathematics. International Journal of Information and Education Technology, 15(7), 1398–1409. https://doi.org/10.18178/ijiet.2025.15.7.2105

Suparman, La'ia, H. T., Makur, A. P., Turmudi, Juandi, D., Helsa, Y., & Masniladevi. (2024). Development of Ucing Sumput digital game to stabilize students' achievement emotions in mathematics. Qubahan Academic Journal, 4(4), 156–177. https://doi.org/10.48161/qaj.v4n4a297

Suri, H. (2011). Purposeful sampling in qualitative research synthesis. Qualitative Research Journal, 11(2), 63–75. https://doi.org/10.3316/QRJ1102063

Susilawati, W., Sharov, S., Pasqa, M., & Malik, H. (2025). Integrating realistic mathematics education, AI, and gamification to enhance students' learning motivation and problem-solving skills. Journal on Mathematics Education, 16(4), 1257–1282. https://doi.org/10.22460/jme.v16i4.pp1257-1282

Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cognitive Science, 12(2), 257–285. https://doi.org/10.1207/s15516709cog1202_4

Zaura, B., Elizar, E., Johar, R., Hidayat, M., Tanjung, A., & Mastura, A. (2026). Gamified learning and fraction heroes: Effects on students' mastery and gender differences. Journal of Information Technology Education: Innovations in Practice, 25, 1–17. https://doi.org/10.28945/5431

Zekeik, H., Mouali, S., Sefian, M. L., & Khalfouni, M. (2025). Enhancing geometry learning with mobile augmented reality: Evaluating the GeoFormeAR application in middle school education. International Journal of Interactive Mobile Technologies, 19(20), 113–131. https://doi.org/10.3991/ijim.v19i20.49001

Downloads

Published

27-07-2026

How to Cite

Mohamad, N. R., & Abd Rahman, M. J. . (2026). An Adaptive Mechanism Framework For Integrating Digital Game-Based Learning In Secondary Mathematics Education (Miad-M). Journal of Research, Innovation, and Strategies for Education (RISE), 3(6), 122-141. https://doi.org/10.70148/rise.v3i5.7