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Table of Contents
Vol. 16(1), pp. 1-6, 2026
ISSN: 2276-7789
Copyright ©2026, Creative Commons Attribution 4.0 International.
https://gjournals.org/GJER
DOI: https://doi.org/10.15580/gjer.2026.1.020226022
Department of Mathematics and Computer Science Education, ESUT
Mathematics remains one of the most challenging and anxiety-provoking subjects for secondary school students worldwide, often resulting in low engagement, negative attitudes, and poor academic performance (Ashcraft & Moore, 2009). Interest has been identified as a central motivational construct influencing persistence, conceptual understanding, and academic success (Hidi & Renninger, 2006). Game-based learning has emerged as a promising instructional strategy capable of transforming passive classrooms into interactive learning environments (Plass, Homer, & Kinzer, 2015). While digital games dominate much of the literature, local and culturally relevant games represent accessible, low-cost alternatives with significant educational potential.
This systematic review examines the roles of local games in stimulating and sustaining students’ interest in mathematics at the secondary school level. A structured literature search was conducted across Google Scholar, ERIC, Scopus, and African Journals Online covering studies published between 2005 and 2024. Twenty-six studies met the inclusion criteria and were thematically synthesized. Findings indicate that local games enhance learner motivation, reduce mathematics anxiety, improve conceptual understanding, and foster collaborative learning. However, challenges such as teacher preparedness, curriculum rigidity, and assessment misalignment persist. The review concludes that culturally responsive game-based learning offers a sustainable pathway for improving mathematics engagement, particularly in resource-constrained contexts.
Type: Research
Full Text: PDF, PHP, HTML, EPUB, MP3
DOI: 10.15580/gjer.2026.1.020226022
Accepted: 05/02/2026
Published: 28/02/2026
Umakalu, C. P.
E-mail: Precious.umakalu@esut.edu.ng
Keywords: Mathematics, Interest, and Local games
Mathematics plays a foundational role in scientific literacy, technological innovation, and economic development (UNESCO, 2020). Despite its global importance, mathematics remains one of the most feared and disliked school subjects, particularly at the secondary level. Many students perceive mathematics as abstract, difficult, and disconnected from everyday experiences, which contributes to disengagement and declining achievement (Ma & Kishor, 1997; Ashcraft & Kirk, 2001).
Interest is a psychological construct that influences attention, curiosity, persistence, and willingness to learn (Hidi & Renninger, 2006). Students who develop situational and individual interest in mathematics are more likely to engage deeply with content, seek challenges, and achieve higher academic outcomes. Unfortunately, conventional teacher-centered instructional methods often fail to stimulate sustained interest, especially in overcrowded classrooms and under-resourced schools (Obodo, 2004).
In response to these challenges, educators have increasingly turned to innovative pedagogical strategies that promote active learning. Among these, game-based learning has gained prominence for its ability to combine enjoyment with cognitive engagement (Gee, 2007). Games naturally incorporate challenge, feedback, competition, and collaboration—elements that support motivation and conceptual learning.
While much research focuses on digital and commercial educational games, local and traditional games offer culturally relevant alternatives that align with students’ lived experiences. These games often involve counting, strategic planning, spatial reasoning, probability, and logical thinking, making them inherently mathematical (Zaslavsky, 1999). Moreover, they require minimal financial investment, making them suitable for low-resource educational settings.
This systematic review synthesizes empirical and theoretical literature on the use of local games in mathematics education, exploring their impact on students’ interest, engagement, emotional responses, and cognitive development. It also identifies implementation challenges and future research needs.
Types of local games used in teaching and learning of mathematics
Figure 1: Dice or ludo game for teaching probability
.
Figure 2: Coin game for teaching probability
Figure 3: Geoboard games for geometric concepts, for angles, identifying and differentiating polygons
Figure 4: Coordinate game for Cartesian plane and coordinates
Figure 5: Card game for elementary number concepts
Figure 6: Ayo African Board
The objectives of this review are to:
3.1 Search Strategy
The review followed systematic procedures recommended by Kitchenham (2004) and PRISMA guidelines (Moher et al., 2009). Literature searches were conducted in:
Search strings included:
“local games AND mathematics learning,” “traditional games AND student interest,” “game-based learning AND mathematics education,” “play-based instruction AND secondary schools.”
3.2 Inclusion Criteria
Studies were included if they:
3.3 Exclusion Criteria
Studies were excluded if they:
3.4 Data Analysis
A thematic synthesis approach was employed (Braun & Clarke, 2006). Key findings were coded and grouped into major themes including motivation, emotional response, cognitive development, social interaction, and pedagogical challenges.
4.1 Enhancement of Student Interest and Motivation
Across the reviewed studies, local games consistently increased students’ enthusiasm toward mathematics. Learners exhibited greater participation, curiosity, and willingness to attempt challenging problems (Ke, 2008; Plass et al., 2015). Teachers reported improved classroom energy and reduced disengagement.
Culturally familiar games fostered emotional connection, making learning feel relevant and enjoyable (Zaslavsky, 1999). Students perceived mathematics as playful rather than intimidating, sustaining interest across multiple lessons.
4.2 Reduction of Mathematics Anxiety
Mathematics anxiety negatively affects working memory and problem-solving performance (Ashcraft & Moore, 2009). Game-based learning environments lowered stress by reframing problem solving as exploration rather than evaluation (Kebritchi et al., 2010).
Students felt more comfortable making mistakes and learning collaboratively, which enhanced confidence and perseverance.
4.3 Development of Cognitive Skills
Local games supported conceptual understanding through experiential learning. Studies documented improvements in:
(Ernest, 2016; Ke & Grabowski, 2007)
Hands-on interaction enabled learners to construct meaning rather than memorize procedures.
4.4 Promotion of Social and Collaborative Learning
Many games required teamwork, negotiation, and rule interpretation, aligning with Vygotskian social constructivism (Vygotsky, 1978). Peer collaboration strengthened problem-solving skills and communication abilities (Johnson & Johnson, 2009).
Students who were previously passive became active contributors.
5.1 Teacher Preparedness
Many teachers lacked training in pedagogical integration of games (Ertmer & Ottenbreit-Leftwich, 2010). Without guidance, games were sometimes used as entertainment rather than instructional tools. Most students see games as relevant entertainment medium rather than teaching instruction, this because most mathematics teachers lacked the tenacity to integrate the games where appropriate.
5.2 Curriculum Constraints
Rigid syllabi limited time for interactive learning. Teachers feared falling behind examination requirements.
5.3 Classroom Management
Large class sizes made monitoring game activities challenging and sometimes noisy.
5.4 Assessment Misalignment
Standardized tests emphasized procedural knowledge over conceptual understanding developed through games.
The review confirms that local games significantly enhance both affective and cognitive dimensions of mathematics learning. By embedding mathematical concepts within culturally meaningful experiences, games promote intrinsic motivation and sustained engagement.
The emotional benefits—particularly anxiety reduction—are crucial, as negative emotions are major barriers to mathematical success. Cognitive gains further demonstrate that playful learning does not compromise academic rigor.
However, systemic support is essential for scalability. Teacher professional development, curriculum flexibility, and assessment reform are necessary to integrate game-based learning effectively.
Key gaps include:
Future research should explore:
Educational systems should:
Local games represent scalable, low-cost innovations capable of transforming mathematics education.
This systematic review demonstrates that local games play a powerful role in stimulating and sustaining students’ interest in mathematics. They enhance motivation, reduce anxiety, foster conceptual understanding, and promote collaboration. Despite implementation challenges, their cultural relevance and accessibility make them especially valuable in developing educational contexts.
Transforming mathematics classrooms requires moving beyond passive instruction toward interactive, learner-centered approaches. Integrating local games within structured curricula offers a sustainable pathway for improving engagement, interest and achievement.
Ashcraft, M. H., & Kirk, E. P. (2001). The relationships among working memory, math anxiety, and performance. Journal of Experimental Psychology, 130(2), 224–237.
Ashcraft, M. H., & Moore, A. M. (2009). Mathematics anxiety and the affective drop in performance. Journal of Psychoeducational Assessment, 27(3), 197–205.
Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness. Proceedings of the 15th ACM Conference on Human Factors in Computing Systems, 2425–2434.
Ernest, P. (2016). Games in mathematics education. International Journal of Mathematical Education in Science and Technology, 47(2), 293–306.
Ertmer, P. A., & Ottenbreit-Leftwich, A. (2010). Teacher technology change. Journal of Research on Technology in Education, 42(3), 255–284.
Gee, J. P. (2007). What video games have to teach us about learning and literacy. Palgrave Macmillan.
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Obodo, G. C. (2004). Principles and practice of mathematics education in Nigeria. Enugu: Floxtone Press.
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283.
UNESCO. (2020). Global education monitoring report. Paris: UNESCO.
Vygotsky, L. S. (1978). Mind in society. Harvard University Press.
Zaslavsky, C. (1999). Africa counts: Number and pattern in African cultures. Chicago Review Press.
Umakalu, CP (2026). The Roles of Local Games in Stimulating and Sustaining Secondary School Students’ Interest in Mathematics: A Systematic Review. Greener Journal of Educational Research, 16(1): 1-6, https://doi.org/10.15580/gjer.2026.1.020226022.
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