Reviving Mathematics Education: The Role of Motivation and Gamification

STEM education’s importance, math motivation decline, and gamification’s potential benefits.

By Shakiyla Huggins March 27, 2024

In today’s educational landscape, the significance of Science, Technology, Engineering, and Mathematics (STEM) education cannot be overstated. As technology becomes increasingly integrated into our lives, there is a growing need to foster proficiency in these fields. Central to STEM education is mathematics, which forms the foundation for understanding and excelling in various scientific and technological domains. However, despite its importance, there’s a concerning trend: a decline in students’ motivation to learn mathematics as they progress through their academic journey14.

Understanding the Decline in Math Motivation

Research indicates that while children often exhibit enthusiasm for mathematics in their early years of schooling, this enthusiasm wanes as they transition into middle and high school11. By the time students reach these higher grades, many perceive math as a subject reserved only for the academically gifted, leading to a loss of interest and motivation14.

Factors contributing to this decline are multifaceted, with motivation emerging as a consistent theme14. Motivation encompasses both intrinsic and extrinsic factors. Intrinsic motivation, driven by a genuine interest in mastering concepts, fosters deep engagement and understanding13. Conversely, extrinsic motivation, reliant on external rewards or punishments, often undermines intrinsic motivation and inhibits true learning11.

Academic intrinsic motivation embodies deep learning, where students aim to master and understand concepts. In contrast, academic extrinsic motivation focuses on external factors such as obtaining rewards or avoiding punishments. While research shows that humans are naturally curious with an innate desire to learn and internalize knowledge, educators often utilize external factors that ultimately control and force students into learning content13. This method of exploiting external factors has been proven detrimental to advancing student knowledge as the reward or incentive weakens a student’s natural internal desire to learn11.

Importance of Self-Efficacy and Math Anxiety

A crucial determinant of students’ motivation in mathematics is their self-efficacy—the belief in their ability to succeed in mathematical tasks15. High self-efficacy correlates with increased effort, persistence, and use of effective learning strategies14. However, as early as third grade, students may begin to experience a decline in self-efficacy, influenced by factors such as perceived competence and past experiences11.

Math anxiety further exacerbates the issue, with approximately 20% of students affected by it2. This anxiety stems from negative self-perceptions and past experiences, hindering students’ willingness to engage with mathematical concepts3. Addressing math anxiety and bolstering self-efficacy are crucial steps in revitalizing students’ motivation and confidence in mathematics.

Challenges in Higher Education Mathematics

The decline in math motivation persists into higher education, posing significant challenges for STEM-related disciplines12. Many students enter STEM-related degree programs with gaps in their knowledge of necessary prerequisite math topics1, leading to an unprecedented dropout rate. Students fail to complete not only their STEM-related degree within five years but any undergraduate degree, as 60% of students drop out of their programs, with half of them exiting the first year due to failure to pass their introductory math courses3.  More students are entering higher education mathematics programs with decreasing knowledge levels and more negative attitudes towards learning mathematics, leading to reduced entrance qualifications and course requirements9

Delivery of instruction by the teachers themselves, learners’ ability and experiences, and the school environment and facilities are among the three main reasons why students struggle in higher education mathematics courses7. Outdated teaching methods and a lack of student-centered approaches further compound the challenges faced by students in higher education STEM1. Many professors continuously use non-interactive teaching methods where students are delivered a lesson but very minimally participate in their lesson1.

While this method of a teacher-centered approach can successfully deliver an ample amount of information, it can also encourage regurgitation and fail to meet the needs of most students. Alternatievly, a more student-centered approach should be considered to increase the motivation to learn mathematics. Student-centered methods in mathematics instruction can increase students’ interest success rate, increase students’ appreciation of the role of mathematics in life, increase motivation to learn mathematics, and realize its applicability1.

The Promise of Gamification

Modern methods of instruction, including textbooks, do not accurately reflect how true mathematicians think about problem-solving or the long-term processes in which a mathematical theory emerges over many centuries8. Recognizing the need for innovative teaching approaches, educators are turning to gamification as a solution to enhance math education. Gamification integrates game-like elements into learning environments, fostering engagement, motivation, and skill development4.

Gamification has been found to sustain and improve the performance of primary school students in their digital mathematics lessons5, improve the cognitive engagement of students in an online mathematics environment, and positively affect students’ academic achievement, emotions, and social interactions6. Further, with the appropriate pedagogical criteria in place, research shows that gamification also allows for improvements in students’ development of mathematical thinking, the establishment of relationships amongst mathematical concepts, and overall mathematical academic achievement4

To ensure the gamified environment can create links related to teaching mathematics through mathematical problem solving, reasoning and proof, and connections and representations, four key characteristics should be included10:

  • (1) a problem that needs to be solved, allowing individuals or groups to receive rewards when successfully solving this problem,
  • (2) challenges amongst the users,
  • (3) a scoring method, and
  • (4) levels that allow for immediate feedback, comparisons, and competition.

Overall, a well-designed gamified environment should create a learning experience that has games that are interactive, playful, and fun, with learning experiences that allow students to acquire self-directed skills, improve motivation, and reduces anxiety about learning mathematics4.

Conclusion

In conclusion, revitalizing mathematics education requires addressing the root causes of declining motivation and engagement. By prioritizing intrinsic motivation, bolstering self-efficacy, and leveraging innovative strategies like gamification, educators can create learning environments that inspire students to excel in mathematics. As we navigate the complexities of 21st-century education, nurturing a passion for mathematics is essential for preparing students to meet the challenges of tomorrow’s STEM-driven world.

References

  1. Abdulwahed, M., Jaworski, B., & Crawford, A. (2012). Innovative approaches to teaching mathematics in higher education: a review and critique.
  2. Ahmed, W., Minnaert, A., Kuyper, H., & Van der Werf, G. (2012). Reciprocal relationships between math self-concept and math anxiety. Learning and individual differences, 22(3), 385-389.
  3. Hammoudi, M. M. (2019). Predictive factors of students’ motivation to succeed in introductory mathematics courses: evidence from higher education in the UAE. International Journal of Mathematical Education in Science and Technology, 50(5), 647-664.
  4. Hossein-Mohand, H., Trujillo-Torres, J. M., Gómez-García, M., Hossein-Mohand, H., & Campos-Soto, A. (2021). Analysis of the use and integration of the flipped learning model, project-based learning, and gamification methodologies by secondary school mathematics teachers. Sustainability, 13(5), 2606.
  5. Jagušt, T., Botički, I., & So, H. J. (2018). Examining competitive, collaborative and adaptive gamification in young learners’ math learning. Computers and Education, 125, 444–457. https://doi.org/10.1016/j.compedu.2018.06.022
  6. Kopcha, T. J., Ding, L., Neumann, K. L., & Choi, I. (2016). Teaching Technology Integration to K-12 Educators: A ‘Gamified’ Approach. TechTrends, 60(1), 62–69. https://doi.org/10.1007/s11528-015-0018-z
  7. Langoban, M. A. (2020). What makes mathematics difficult as a subject for most students in higher education. International Journal of English and Education, 9(03), 214-220.
  8. Laubenbacher, R., & Pengelley, D. (1994). Recovering motivation in mathematics: Teaching with original sources. Mathematics Education, 1–3. http://www.math.nmsu.edu/~history/ume.ps
  9. Lithner, J. (2011). University mathematics students’ learning difficulties. Education Inquiry, 2(2), 289-303.
  10. López, P., Rodrigues-Silva, J., & Alsina, Á. (2021). Brazilian and Spanish mathematics teachers’ predispositions towards gamification in STEAM education. Education Sciences, 11(10). https://doi.org/10.3390/educsci11100618
  11. Middleton, J. A., & Spanias, P. A. (1999). Motivation for Achievement in Mathematics: Findings, Generalizations, and Criticisms of the Research. In Source: Journal for Research in Mathematics Education (Vol. 30, Issue 1). https://www.jstor.org/stable/749630?seq=1&cid=pdf-reference#references_tab_contents
  12. Nantschev, R., Feuerstein, E., González, R. T., Alonso, I. G., Hackl, W. O., Petridis, K., … & Ammenwerth, E. (2020). Teaching approaches and educational technologies in teaching mathematics in higher education. Education Sciences, 10(12), 354.
  13. Niemiec, C. P., & Ryan, R. M. (2009). Autonomy, competence, and relatedness in the classroom: Applying self-determination theory to educational practice. Theory and Research in Education, 7(2), 133–144. https://doi.org/10.1177/1477878509104318
  14. Schulze, S., & van Heerden, M. (2015). Learning environments matter: Identifying influences on the motivation to learn science. South African Journal of Education, 35(2). https://doi.org/10.15700/saje.v35n2a1058
  15. Ulandari, L., Amry, Z., & Saragih, S. (2019). Development of Learning Materials Based on Realistic Mathematics Education Approach to Improve Students’ Mathematical Problem Solving Ability and Self-Efficacy. International Electronic Journal of Mathematics Education, 14(2), 375-383.

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