Gamification and Improvement of Mathematical Creative Thinking: Systematic Literature Review

Authors

DOI:

https://doi.org/10.30998/d6vtvt76

Keywords:

Gamification, Mathematics Learning, Mathematical Creative Thinking

Abstract

Mathematics education in the digital era faces fundamental challenges in developing students' mathematical creative thinking skills. The 2022 PISA data shows Indonesia's mathematics literacy score was 366, below the average of 472, indicating a significant gap in higher-order thinking skills. Gamification offers an innovative solution through reward mechanisms, challenges, and feedback that enhance intrinsic motivation. This systematic literature review conducted using PRISMA guidelines, analyzed 336 Scopus articles from 2018 to 2024 with VOSviewer, identifying 4 relevant articles. Results demonstrate gamification effectively increases computational thinking skills from 4% to 46%, academic achievement by 12%, and engagement to 94.1%. Furthermore, Gamification develops decomposition, abstraction, pattern recognition, and algorithmic problem-solving with optimal effectiveness through systematic student-centered design. Recommendations include developing mathematical creativity assessment instruments and conducting longitudinal studies on their sustained impact.

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Published

2026-06-22

How to Cite

Siregar, H. I. A., Nusantara, D. S., & Rohati, R. (2026). Gamification and Improvement of Mathematical Creative Thinking: Systematic Literature Review . JKPM (Jurnal Kajian Pendidikan Matematika), 11(2), 219-234. https://doi.org/10.30998/d6vtvt76