Enhancing Mathematical Motivation, Problem-Solving, and Cognitive Engagement of Pre-Service Teachers: A Metaverse-Based Adaptive Gamification Research and Development Study
Keywords:
Adaptive gamification; Education 4.0; mathematical motivation; metaverse; pre-service teachersAbstract
This study aimed to develop and evaluate a metaverse-based adaptive gamified learning game to enhance mathematical motivation, problem-solving skills, and cognitive engagement of teacher education students. The research specifically sought to produce a valid, practical, and effective learning system that addresses low motivation, mathematics anxiety, and limited higher-order thinking skills commonly found in teacher education. Using a research and development (R&D) approach with a 4D model (define, design, develop, disseminate), the study integrated immersive digital environments with adaptive gamification strategies. The adaptive mechanism personalizes learning by dynamically adjusting task difficulty, feedback, and learning pathways based on students’ performance and progression. The learning content focuses on core elementary mathematics topics, particularly geometry and basic problem-solving concepts. The system was implemented over a six-week intervention period and evaluated using a quasi-experimental one-group pretest–posttest design involving 60 teacher education students. Data were collected through expert validation, black box testing, practicality testing, and pre–post assessments. Validation results indicated high validity for material (90.90%), media (89.94%), and instructional design (90.40%). Black box testing achieved a 100% success rate, and practicality testing yielded an overall score of 90.17%, demonstrating strong usability. Effectiveness analysis revealed significant improvements across all measured outcomes (p < 0.001). The disseminate stage resulted in a finalized and classroom-ready learning product that is feasible for broader implementation in teacher education programs. These findings confirm that metaverse-based adaptive gamified learning can effectively enhance mathematics learning outcomes while strengthening digital pedagogical competencies aligned with Education 4.0.
https://doi.org/10.26803/ijlter.25.3.8
References
Aguiar-Castillo, L., Arce-Santana, E., Guerra-Yanez, C., Guerra-Yanez, V., & Perez-Jimenez, R. (2022). Gamification: A Motivation metric based in a Markov model. International Journal of Emerging Technologies in Learning, 17(13), 17–34. https://doi.org/10.3991/ijet.v17i13.30781
Boaler, J. (2016). Mathematical mindsets: Unleashing students’ potential through creative math, inspiring messages, and innovative teaching. Jossey-Bass.
Bond, M., Buntins, K., Bedenlier, S., Zawacki-Richter, O., & Kerres, M. (2020). Mapping research in student engagement and educational technology in higher education: A systematic evidence map. International Journal of Educational Technology in Higher Education, 17(1). https://doi.org/10.1186/s41239-019-0176-8
Chasokela, D. (2025). Investigating the role of virtual reality to support student’ engagement, spatial awareness and problem-solving skills in engineering education. International Journal of Instruction, 18(3), 613–636. https://doi.org/10.29333/iji.2025.18332a
Cheng, K.-H., & Tsai, C.-C. (2020). Students’ motivational beliefs and strategies, perceived immersion and attitudes towards science learning with immersive virtual reality: A partial least squares analysis. British Journal of Educational Technology, 51(6), 2140–2159. https://doi.org/10.1111/bjet.12956
Cheng, M.-T., She, H.-C., & Annetta, L. (2015). Impact of immersion on learning. Journal of Computer Assisted Learning, 31, 232–253. https://doi.org/10.1111/jcal.12066
Costa, C. J., Aparicio, J. T., Aparicio, M., & Aparicio, S. (2024). Gamification and AI: Enhancing user engagement through intelligent systems. arXiv preprint arXiv, 2411.10462. https://doi.org/10.48550/arXiv.2411.10462
Csikszentmihalyi, M., & Larson, R. (2014). Flow and the foundations of positive psychology (Vol. 10) (pp. 978–994). Springer.
Daly, I., Bourgaize, J., & Vernitski, A. (2019). Mathematical mindsets increase student motivation: Evidence from the EEG. Trends in neuroscience and education, 15, 18–28. https://doi.org/10.1016/j.tine.2019.02.005
Dwivedi, Y. K., Hughes, L., Wang, Y., Alalwan, A. A., Ahn, S. J., Balakrishnan, J., Barta, S., Belk, R., Buhalis, D., Dutot, V., Felix, R., Filieri, R., Flavián, C., Gustafsson, A., Hinsch, C., Hollensen, S., Jain, V., Kim, J., Krishen, A. S., … & Wirtz, J. (2023). Metaverse marketing: How the metaverse will shape the future of consumer research and practice. Psychology & Marketing, 40(4), 750–776. https://doi.org/10.1002/mar.21767
Fang, F., Jing, Y., Zhang, Z., Wang, T., Ma, J., & Zhao, Z. (2024). Design of educational games for mathematical literacy enhancement in the educational metaverse context. Transactions on Computing Education, 6, 132–141.http://dx.doi.org/10.23977/trance.2024.060618
Fredricks, J. A., Blumenfeld, P. C., & Paris, A. H. (2004). School engagement: potential of the concept, state of the evidence. Review of Educational Research, 74(1), 59–109. https://doi.org/10.3102/00346543074001059
Garzón, J., Pavón, J., & Baldiris, S. (2019). Systematic review and meta-analysis of augmented reality in educational settings. Educational Research Review, 27, 244–260. https://doi.org/10.1016/j.edurev.2019.04.001
Hartina, S., Nurcholis, M., & Dewi, A. (2024). Metaverse in education: exploring the potential of learning in virtual worlds. Journal of Pedagogi, 1, 73–81. https://doi.org/10.62872/2z264r75
Hmoud, M., Daher, W., & Ayyoub, A. (2025). From experience to engagement: a mixed methods exploration of learning environments using artificial intelligence and extended reality. Frontiers in Education, 10, 1617132. https://doi.org/10.3389/feduc.2025.1617132
Hong Lin, S., Wan, S., Gan, W., Chen, J., & Chao, H. C. (2022). Metaverse in education: Vision, opportunities, and challenges. Proceedings of the 2022 IEEE International Conference on Big Data (Big Data 2022). IEEE. https://doi.org/10.1109/BigData55660.2022.10021004
Jagatheesaperumal, S. K., Ahmad, K., Al-Fuqaha, A., & Qadir, J. (2024). Advancing education through extended reality and Internet of Everything enabled metaverses: Applications, challenges, and open issues. IEEE Transactions on Learning Technologies, 1120–1139. https://doi.org/10.1109/TLT.2024.3358859
Katona, J., & Gyonyoru, K. I. K. (2025). Integrating AI-based adaptive learning into the flipped classroom model to enhance engagement and learning outcomes. Computers and Education: Artificial Intelligence, 8. https://doi.org/10.1016/j.caeai.2025.100392
López-Belmonte, J., Pozo-Sánchez, S., Moreno-Guerrero, A. J., & Lampropoulos, G. (2023). Metaverse in education: A systematic review. Distancia, 73, 31–2023. https://doi.org/10.6018/red.511421
Makransky, G., Andreasen, N. K., Baceviciute, S., & Mayer, R. E. (2021). Immersive virtual reality increases liking but not learning with a science simulation and generative learning strategies promote learning in immersive virtual reality. Journal of Educational Psychology, 113(4), 719–735. https://doi.org/10.1037/edu0000473
Mayer, R. E. (2022). The future of multimedia learning. The Journal of Applied Instructional Design, 11(4), 69–77.
Meena, S. D. (2023). Advancing education through metaverse: Components, applications, challenges, case studies and open issues. Proceedings of the International Conference on Sustainable Computing and Smart Systems (ICSCSS 2023), 880–889. https://doi.org/10.1109/ICSCSS57650.2023.10169535
Park, M. (2022). A study on the possibilities of using metaverse in mathematics education. Journal of the Korean Society of Mathematical Education, 25(4), 5–17. https://doi.org/10.30807/ksms.2022.25.4.005
Parthasarathy, K., Ayyadurai, R., & Panga, N. K. R., JyothiBobba, Lakshmi, R. B., & Roseline Oluwaseun Ogundokun, R. O. (2025). Enhancing the emotional intelligence for business and work-life balance using fuzzy logic adaptive model of emotions. Service Oriented Computing and Applications. https://doi.org/10.1007/s11761-025-00450-1
Polya, G. (2004). How to solve it: A new aspect of mathematical method. Princeton University Press.
Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A Systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147. https://doi.org/10.1016/j.compedu.2019.103778
Rungrapeepornphong, P., Kanjug, I., Singma, S., & Moeikao, N. (2023). The development of constructivist flipped classroom learning environments on metaverse to promote problem solving and reasoning skills in mathematics of secondary education grade 10th students. IAI Letters on Institutional Research, 3(1). https://doi.org/10.52731/lir.v003.142
Ryan, R. M., & Deci, E. L. (2017). Self-determination theory: Basic psychological needs in motivation, development, and wellness. The Guilford Press. https://doi.org/10.1521/978.14625/28806
Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32, 77–112. https://doi.org/10.1007/s10648-019-09498-w
Schindler, L. A., Burkholder, G. J., Morad, O. A., & Marsh, C. (2017). Computer-based technology and student engagement: a critical review of the literature. International Journal of Educational Technology in Higher Education, 14(1). https://doi.org/10.1186/s41239-017-0063-0
Schoenfeld, A. H. (2017). Learning to think mathematically: Problem solving, metacognition, and sense making in mathematics (Reprint). Journal of Education, 196(2), 1-38. https://doi.org/10.1177/002205741619600202
Schunk, D. H., Pintrich, P. R., & Meece, J. L. (2014). Motivation in education: Theory, research, and practice. Pearson Higher Education.
Setyaningrum, I. D., Daminto, B. P., & Purwaningsih, W. I. (2023). Pengembangan e-module matematika gamifikasi berbasis problem based learning untuk meningkatkan motivasi belajar. Jurnal Matematika, 13(2), 203–214. https://doi.org/10.24843/MTK.2023.v12.i03.p420
Sin, Z. P. T., Jia, Y., Wu, A. C. H., Zhao, I. D., Li, R. C., & Ng, P. H. F. (2023). Toward an edu-metaverse of knowledge: Immersive exploration of university courses. IEEE Transactions on Learning Technologies, 16(6), 1096–1110. https://doi.org/10.1109/TLT.2023.3290814
Solekhah, H., Kutni, I. D., & Pamungkas, A. B. (2023). Student’s engagement and perception of gamification in mathematics. International Journal of Theory and Application in Elementary and Secondary School Education, 5(2), 255–266. https://doi.org/10.33830/ijtaese.v5i2.1430
Strielkowski, W., Grebennikova, V., Lisovskiy, A., Rakhimova, G., & Vasileva, T. (2025). AI?driven adaptive learning for sustainable educational transformation. Sustainable Development, 33(2), 1921–1947. https://doi.org/10.1002/sd.3221
Tyaningsih, R. Y., Hayati, L., Sarjana, K., Sridana, N., & Prayitno, S. (2022). Penerapan metode gamifikasi dalam meningkatkan motivasi belajar mahasiswa pada mata kuliah geometri analitik bidang melalui aplikasi Kahoot [The implementation of gamification methods to enhance students’ learning motivation in the analytical geometry of the plane course using the Kahoot application]. Griya Journal of Mathematics Education and Application, 2(2), 317–326. https://doi.org/10.29303/griya.v2i2.202
Vankúš, P. (2021). Influence of game-based learning in mathematics education on students’ affective domain: A systematic review. Mathematics, 9(9), 986. https://doi.org/10.3390/math9090986
Wu, X., Chen, Y., & Wu, Y. (2023). Exploration of mathematics education by metaverse technology. 2023 IEEE 12th International Conference on Educational and Information Technology (pp. 173–178). IEEE. https://doi.org/10.1109/ICEIT57125.2023.10107894
Yayuk, E., & Ekowati, D. W. (2022). Disposisi berpikir kreatif matematis pada siswa sekolah dasar [Mathematical creative thinking disposition of elementary school students]. Scholaria: Jurnal Pendidikan Dan Kebudayaan, 12(2), 89–95.
Yulianto, D., Juniawan, E. A., Junaedi, Y., Anwar, S., & Umami, M. R. (2024). Fostering mathematical motivation with Wordwall Media: A study of the ARCS model (attention, relevance, confidence, and satisfaction) based on sex among high school students. Supremum Journal of Mathematics Education, 8(2), 173–196. https://doi.org/10.35706/sjme.v8i2.11186
Yunus, A. S., & Ali, W. Z. W. (2009). Motivation in the Learning of Mathematics. European Journal of Social Sciences, 7(4), 93–101.
Zhang, X., Chen, Y., Hu, L., & Wang, Y. (2022). The metaverse in education: Definition, framework, features, potential applications, challenges, and future research topics. Frontiers in Psychology, 13. https://doi.org/10.3389/fpsyg.2022.1016300
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Erna Yayuk, Daroe Iswatiningsih, Agung Deddiliawan Ismail

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
All articles published by IJLTER are licensed under a Creative Commons Attribution Non-Commercial No-Derivatives 4.0 International License (CCBY-NC-ND4.0).