Nur Azizah Tunisa
Universitas Muhammadiyah Tangerang

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Implementation Of Game-Based Learning Strategies As A Means Of Preventing Math Anxiety Nur Azizah Tunisa; Sigit Raharjo; Retno Andriyani
Daya Matematis: Jurnal Inovasi Pendidikan Matematika Vol 14, No 2 (2026): Juli
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jdm.v14i2.86825

Abstract

Mathematics anxiety is one of the affective factors that can hinder students’ engagement in mathematics learning. This study aims to describe the implementation of game-based learning strategies using a web-based interactive game developed with Canva AI, as well as students’ responses to this learning approach. The study employed a qualitative descriptive approach with a case study design involving 40 eighth-grade students at a private junior high school in Tangerang Regency. Data were collected through observation, interviews, documentation, and questionnaires as supporting data. The results indicate that game-based learning creates a more interactive, enjoyable, and student-centered learning environment. Students demonstrated increased self-confidence, courage in solving problems, and comfort during mathematics lessons. These findings indicate that game-based learning using Canva AI has the potential to foster positive learning experiences and help minimize factors related to math anxiety.