A Conceptual Model for Designing Anxiety-Reducing Digital Games in Mathematics Education
Abstract
1. Introduction
2. Digital Games as Pedagogical Approach
2.1. Digital Games in Mathematics Education
2.2. Effective Game Design Features and Mechanisms for Math Games
3. Anxiety as Obstacle for Learning Mathematics
3.1. Definition of MA and Its Impact on Learning
3.2. Literature Review on Interventions to Reduce MA
4. Control and Value Appraisals in MA
4.1. Overview of CVT
4.2. MA Interventions and Relation to CVT
- (a)
- Integration of cognitive support and emotional regulation. Effective interventions simultaneously strengthen perceived control (through competence-building and cognitive support) and foster adaptive value appraisals (through emotional regulation and reappraisal). This principle is reflected in Liu et al. (2025), who showed that combined approaches, integrating mathematical skill development with anxiety-regulation strategies, produced the largest reductions in MA. Sammallahti et al. (2023) confirmed the overall effectiveness of cognitive and emotional interventions, highlighting the importance of addressing both domains simultaneously.
- (b)
- Sufficient duration and repeated practice. Sustained and iterative implementation enhances students’ perceptions of mastery and predictability, thereby strengthening control appraisals. Sammallahti et al. (2023) and Dondio et al. (2023) both found that longer interventions led to better results.
- (c)
- Collaborative elements that offer social support and observational learning opportunities. As Balt et al. (2022) emphasize, collaborative learning environments provide social modelling and emotional support that enhance both control (through shared problem solving) and value (through increased engagement and relatedness). Dondio et al. (2023) similarly noted that non-digital games with collaborative elements were more effective in reducing anxiety than individual ones.
- (d)
- Adaptive, psychologically safe environments that minimize fear of errors. Across reviews, successful interventions personalize difficulties and create low-threat learning contexts, allowing learners to experience success at an appropriate challenge level. Such adaptive environments directly enhance control appraisals and maintain task value by reducing the emotional costs of engagement. Balt et al. (2022) highlighted the importance of adaptive digital tools for providing individualized challenge levels, while Dondio et al. (2023) noted that many existing educational games underperformed precisely because they lacked such psychological grounding.
5. Proposed Model of Game Features
5.1. Game Features for Alleviating MA
5.1.1. Adaptive Difficulty and Feedback
5.1.2. Safe Environment for Errors
5.1.3. Immersive Narrative and Meaningful Context
5.1.4. Collaboration
5.1.5. Emotional Regulation and Reflection
5.1.6. Non-Competitive/Non-Comparative
5.2. Conceptual Model to Guide the Design of Digital Games Intended to Alleviate MA
5.3. Hypotheses and Future Research
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| MA | Mathematics anxiety |
| DGBL | Digital game-based learning |
| CVT | Control value theory |
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| Game Feature | CVT Component | Supporting Evidence | Evidence Type * |
|---|---|---|---|
| Adaptive difficulty and feedback | Control (competence, autonomy) | Liu et al. (2025); Balt et al. (2022); Dondio et al. (2023) | Indirect empirical (motivation, engagement; not MA-specific) |
| Safe environment for errors | Control (security, error tolerance) | Dondio et al. (2023) | Moderate empirical (MA-linked, but limited studies) |
| Immersive narrative and meaningful context | Value | Dondio et al. (2023); Sammallahti et al. (2023); Balt et al. (2022) | Moderate empirical (direct mentions in MA contexts) |
| Collaboration | Value + Control | Dondio et al. (2023); Balt et al. (2022) | Moderate empirical (affective support for high-MA learners) |
| Emotional regulation & reflection | Control + Value | Liu et al. (2025); Sammallahti et al. (2023) | Strong empirical (MA reduction via reappraisal, mindfulness) |
| Non-competitive design | Value (self-improvement, autonomy) | Dondio et al. (2023); Broda et al. (2023); Liu et al. (2025) | Moderate-to-strong empirical (clear MA-relevant outcomes) |
| Game Feature for Alleviating MA | Corresponding Game Design Principle | Explanation |
|---|---|---|
| Adaptive difficulty and feedback | Immediate feedback; adaptive support; progressive scaffolding | Keeps learners within their optimal challenge zone, enhancing self-efficacy and reducing anxiety. |
| Safe environment for errors | Immediate feedback; adaptive support | Supports learning without fear of negative consequences, fostering resilience and emotional safety. |
| Immersive narrative and meaningful context | Multiple representations; intrinsic content integration | Enhances perceived value and motivation while making abstract content more concrete and engaging. |
| Collaboration | Collaborative features; motivational elements | Encourages engagement, shared efficacy, and social support, all of which help lower anxiety. |
| Emotional regulation and reflection | Pedagogical agents; reflective scaffolding | Promotes metacognition and emotional regulation through guided self-awareness and support tools. |
| Mastery & repeated low-stakes exposure | Progressive scaffolding; intrinsic content integration | Builds competence through gradual challenge and practice in low-pressure settings, enhancing confidence. |
| Non-competitive/non-comparative design | Motivational elements (collaboration over competition) | Shifts focus to personal growth, reduces evaluative pressure and supports autonomy and emotional security. |
| Hypothesis | Game Feature | Mediator | Expected Outcome |
|---|---|---|---|
| H1 | Adaptive feedback | Perceived competence | ↓ MA |
| H2 | Safe environment for errors | Appraisal regulation | ↓ Fear of failure, ↓ MA |
| H3 | Narrative immersion | Task value | ↑ Engagement, ↓ MA |
| H4 | Collaboration | Peer support | ↑ Motivation, ↓ MA |
| H5 | Emotional regulation | Emotional self-awareness | ↑ Coping, ↓ MA |
| H6 | Mastery | Autonomy + mastery goals | ↑ Persistence, ↓ MA |
| H7 | Non-competitive design | Reduced pressure + perceived autonomy | ↓ MA ↑ Emotional Safety |
| Game Feature | What to Measure | How to Measure | When to Measure |
|---|---|---|---|
| Adaptive difficulty & feedback | Mathematics self-efficacy (task-specific perceived competence) | Task-specific Bandura-type mathematics self-efficacy scale adapted to game-related tasks | Pre-test, mid-game, post-test |
| Safe environment for errors | Appraisal regulation, fear of failure | MARS (Suinn & Winston, 2003) | After error-inducing tasks |
| Immersive narrative | Task value, interest, engagement | Intrinsic Motivation Inventory for Learning Mathematics (Monteiro et al., 2015) | Post-game or midpoint surveys |
| Collaboration | Peer support, social motivation | Peer interaction surveys; social presence scales; communication logs | Mid-game and post-test |
| Emotion regulation | Emotional self-awareness, coping strategies | PANAS (Watson et al., 1988); mood check-ins | Before and after gameplay blocks |
| Mastery | Autonomy, persistence, mastery orientation | Achievement scale (mastery-focused); in-game progression logss | Throughout gameplay |
| Non-competitive | Threat appraisal; perceived autonomy | 2–3 adapted threat/challenge items (Cognitive Appraisal Scale, Skinner & Brewer, 2002), 2–3 autonomy items (BPNS, Van der Kaap-Deeder et al., 2020) | Mid-game and post-test |
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Jukić Matić, L.; Palha, S.; Huhtasalo, J. A Conceptual Model for Designing Anxiety-Reducing Digital Games in Mathematics Education. Educ. Sci. 2026, 16, 34. https://doi.org/10.3390/educsci16010034
Jukić Matić L, Palha S, Huhtasalo J. A Conceptual Model for Designing Anxiety-Reducing Digital Games in Mathematics Education. Education Sciences. 2026; 16(1):34. https://doi.org/10.3390/educsci16010034
Chicago/Turabian StyleJukić Matić, Ljerka, Sonia Palha, and Jenni Huhtasalo. 2026. "A Conceptual Model for Designing Anxiety-Reducing Digital Games in Mathematics Education" Education Sciences 16, no. 1: 34. https://doi.org/10.3390/educsci16010034
APA StyleJukić Matić, L., Palha, S., & Huhtasalo, J. (2026). A Conceptual Model for Designing Anxiety-Reducing Digital Games in Mathematics Education. Education Sciences, 16(1), 34. https://doi.org/10.3390/educsci16010034

