Enhancing Mathematical Motivation, Problem-Solving, and Cognitive Engagement of Pre-Service Teachers: A Metaverse-Based Adaptive Gamification Research and Development Study

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Authors: Erna Yayuk, Daroe Iswatiningsih, Agung Deddiliawan Ismail
Cited by: 2

Abstract

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.

Fields of Study & Subjects

Educational Games and Gamification Virtual Reality Applications and Impacts Technology-Enhanced Education Studies

Publication details

Journal / source
International Journal of Learning Teaching and Educational Research
Publisher
Society for Research and Knowledge Management
Volume
25
Issue
3
Pages
162–193
Publication date
25 March 2026