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Volume 3· Number 4 · 2026

Educational Technology and Digitalisation

AI-Enhanced Mathematical Adventure Learning: Transforming Junior Secondary Mathematics Education Through Gamified Exploration

Long I Cheng

University of Macau Affiliated Applied Secondary School, Taipa, Macau SAR, China

 

 

 

Abstract: Junior secondary mathematics education faces persistent challenges, including student disengagement and motivation, the perception of mathematics as abstract and irrelevant to daily life, the difficulty of catering to diverse student needs in mixed-ability classrooms, and the need to develop higher-order thinking skills beyond procedural fluency. Traditional teacher-centered approaches often fail to foster deep conceptual understanding, problem-solving abilities, and positive attitudes toward mathematics. Digital technologies and artificial intelligence offer promising new possibilities for addressing these challenges through immersive, gamified, and personalized learning experiences. This paper presents the design and implementation of an AI-Enhanced Mathematical Adventure Learning (AI-MAL) framework for junior secondary mathematics education. The framework uses the metaphor of a "mathematical adventure" to transform mathematics learning into an engaging journey of exploration, discovery, and problem-solving, with artificial intelligence serving as the "adventure guide" that provides personalized scaffolding, adaptive challenges, and intelligent feedback. The AI-MAL framework features a five-stage adventure learning cycle—Quest Briefing, Exploration & Discovery, Challenge & Progression, Collaborative Puzzle, and Achievement Showcase—supported by five core components: Adventure Quest Designer, AI Adventure Guide, Gamified Progression System, Collaborative Puzzle Space, and Teacher Expedition Dashboard. The framework was implemented with 89 Grade 8 students at the University of Macau Affiliated Applied Secondary School over a 12-week "Linear Equations and Inequalities" unit. Results indicate significant improvements in mathematical problem-solving abilities (d = 0.94), conceptual understanding (d = 0.87), and mathematics interest and motivation (d = 1.01), with particularly large improvements in collaborative problem-solving skills (d = 0.96). Students reported high levels of engagement and appreciation for the gamified, adventure-based approach, with 94% expressing that the framework made mathematics more fun and interesting. Teachers noted that the framework helped reduce achievement gaps, improved classroom engagement, and enabled more effective differentiation. The study contributes to the growing body of research on technology-enhanced mathematics education and offers practical implications for educators seeking to leverage digital technologies and artificial intelligence to make mathematics learning more engaging, meaningful, and effective.

 

Keywords: AI in education; mathematics education; gamified learning; adventure learning; problem-posing; educational technology; junior secondary school


ISSN: 3066-229X 版权所有 © 2024  Reviews Of Teaching

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