MathifyMe Updates and Resources

News

Follow MathifyMe news, newsletter highlights, research publications, and downloadable project materials in one place.

News

Project updates, publications, and downloads

This page gathers the latest MathifyMe news, communication materials, and research outputs. It is designed as a central place where visitors can quickly read project updates, explore recent publications, and access downloadable PDF documents.

New Publications from the MathifyMe Project

We are pleased to share recent scientific publications connected to the MathifyMe project, focused on reducing mathematics anxiety through innovative game-based learning approaches.

01

Design Principles for a Digital Game to Address Mathematics Anxiety in the Classroom (2026)

European Conference on Games Based Learning (ECGBL 2026)

This paper examines how theory-informed design principles for an emotionally supportive maths game were applied in the wireframe design of MathifyMe, a browser-based game for students aged 7–16. Walkthrough sessions with researchers, teachers, and students show how the principles can guide further game design.

02

Designing Player Experience Goals to Support Learners in a Digital Game about Mathematics Anxiety (2026)

CSS Research Forum 2026

This paper describes the early design phase of the MathifyMe game and how player experience goals can support learners who experience mathematics anxiety.

03

Breaking the Cycle: Addressing Mathematics Anxiety in Education with Game-Based Learning (2025)

SEAMK–SAMK–Centria tutkimusfoorumi 2025

This paper presents the MathifyMe Erasmus+ project as a game-based approach to reducing mathematics anxiety while strengthening student confidence, engagement, and teacher support.

04

A Conceptual Model for Designing Anxiety-Reducing Digital Games in Mathematics Education (2026)

Education Sciences

This article introduces a conceptual framework for designing digital educational games that reduce mathematics anxiety and improve motivation, self-efficacy, and engagement. The model is based on established educational theories and previous research findings.

05

Needs Analysis to Define a Digital Learning Game Aimed at Coping with Mathematics Anxiety (2025)

European Conference on Games Based Learning

This paper reports the multinational needs analysis behind the MathifyMe game, showing how input from teachers, students, and parents shaped the learning goals and anxiety-reducing game features.