Designing player experience goals to support learners in a digital game about mathematics anxiety ; Proceedings of the CSS Research Forum 2026

Bibliographic Details
Title: Designing player experience goals to support learners in a digital game about mathematics anxiety ; Proceedings of the CSS Research Forum 2026
Authors: Matić, Ljerka Jukić, Palha, Sonia, Huhtasalo, Jenni, Busuttil, Leonard, Calleja, James, Leino, Mirka, Gomes, Isabel
Publisher Information: Centria University of Applied Sciences
Publication Year: 2026
Collection: University of Malta: OAR@UM / L-Università ta' Malta
Subject Terms: Math anxiety, Educational games -- Design and construction, Educational technology, Mathematics -- Study and teaching (Secondary), Video games in education, Computer-assisted instruction, Emotions and cognition
Description: Mathematics Anxiety (MA) is a multifaceted academic anxiety that disrupts learning and performance, often leading to lifelong avoidance of mathematical contexts. This paper details the early preparatory phase of the MathifyMe project, an Erasmus+ initiative aimed at developing a digital learning game for students aged 8–15. Adopting a playcentric design and design-based research (DBR) approach, the authors establish design principles focused on emotional self-regulation, autonomy, and collaborative play. By integrating Self-Determination Theory (SDT) and positive psychology, the game aims to create a low-stress, failure-tolerant environment that enhances self-efficacy and fosters a growth mindset through multisensory tools and storytelling. ; peer-reviewed
Document Type: book part
Language: English
ISBN: 978-952-7604-41-0
952-7604-41-9
Relation: https://www.um.edu.mt/library/oar/handle/123456789/145875
Availability: https://www.um.edu.mt/library/oar/handle/123456789/145875
Rights: info:eu-repo/semantics/openAccess ; The copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder
Accession Number: edsbas.CAC52F52
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  Data: Designing player experience goals to support learners in a digital game about mathematics anxiety ; Proceedings of the CSS Research Forum 2026
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  Data: <searchLink fieldCode="AR" term="%22Matić%2C+Ljerka+Jukić%22">Matić, Ljerka Jukić</searchLink><br /><searchLink fieldCode="AR" term="%22Palha%2C+Sonia%22">Palha, Sonia</searchLink><br /><searchLink fieldCode="AR" term="%22Huhtasalo%2C+Jenni%22">Huhtasalo, Jenni</searchLink><br /><searchLink fieldCode="AR" term="%22Busuttil%2C+Leonard%22">Busuttil, Leonard</searchLink><br /><searchLink fieldCode="AR" term="%22Calleja%2C+James%22">Calleja, James</searchLink><br /><searchLink fieldCode="AR" term="%22Leino%2C+Mirka%22">Leino, Mirka</searchLink><br /><searchLink fieldCode="AR" term="%22Gomes%2C+Isabel%22">Gomes, Isabel</searchLink>
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  Data: Centria University of Applied Sciences
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  Data: 2026
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  Data: University of Malta: OAR@UM / L-Università ta' Malta
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  Data: <searchLink fieldCode="DE" term="%22Math+anxiety%22">Math anxiety</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+games+--+Design+and+construction%22">Educational games -- Design and construction</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+technology%22">Educational technology</searchLink><br /><searchLink fieldCode="DE" term="%22Mathematics+--+Study+and+teaching+%28Secondary%29%22">Mathematics -- Study and teaching (Secondary)</searchLink><br /><searchLink fieldCode="DE" term="%22Video+games+in+education%22">Video games in education</searchLink><br /><searchLink fieldCode="DE" term="%22Computer-assisted+instruction%22">Computer-assisted instruction</searchLink><br /><searchLink fieldCode="DE" term="%22Emotions+and+cognition%22">Emotions and cognition</searchLink>
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  Data: Mathematics Anxiety (MA) is a multifaceted academic anxiety that disrupts learning and performance, often leading to lifelong avoidance of mathematical contexts. This paper details the early preparatory phase of the MathifyMe project, an Erasmus+ initiative aimed at developing a digital learning game for students aged 8–15. Adopting a playcentric design and design-based research (DBR) approach, the authors establish design principles focused on emotional self-regulation, autonomy, and collaborative play. By integrating Self-Determination Theory (SDT) and positive psychology, the game aims to create a low-stress, failure-tolerant environment that enhances self-efficacy and fosters a growth mindset through multisensory tools and storytelling. ; peer-reviewed
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  Data: info:eu-repo/semantics/openAccess ; The copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder
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      – TitleFull: Designing player experience goals to support learners in a digital game about mathematics anxiety ; Proceedings of the CSS Research Forum 2026
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