Robin Sharma
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January 09, 2026
Digital games have the potential to be engaging learning tools as they can offer adaptive problem-solving in a low-stake environment[1]. Additionally, they can add value over textbooks and videos by offering interactive, multi-modal experiences tailored to the learnersâ needs. However, âengagementâ does not always translate to learning[2]. Research has shown that the âtypeâ of engagement created by a learning environment determines its impact[3]. Engagement unrelated to the learning goal can often cause extraneous cognitive load, deviate the player away from the learning goal, and hinder knowledge acquisition[4]. Entertainment games usually have one primary goal of keeping the player motivated, engaged, and immersed in the gameplay. However, good learning games ensure that this gameplay is also meaningfully linked to the learning goals.
Specifically for math games, designing gameplay where engagement is meaningfully linked with the learning goal is critical to address disciplinary issues like math anxiety, negative math attitudes, and social stigma associated with math. Moreover, mathematicians work with a set of rules called âaxiomsâ and âpostulatesâ. Games can be effective for math learning as they can simulate the mathematical rules (axioms) as game rules. By simulating math rules as game rules, digital games can promote mathematical thinking in players. This linking of âplayâ and âmath learningâ is often called âmathematical playâ[5]. Providing young children with opportunities of mathematical play can promote mathematical thinking and build foundational understanding of math concepts. However, due to the complex, abstract, hierarchical, and interrelated nature of math concepts, designing digital learning experiences that harness the potential of mathematical play is challenging. Math games are often poorly designed and found to be ineffective[6]. A review of âmathâ apps on the Apple App Store found that even the âtopâ apps lacked key benchmarks of educational quality and were poorly designed[7]. A main critique of some âbadâ math games is the lack of connection between gameplay and learning[8]. They include âplayâ, but most often it is not linked with math learning outcomes and hence itâs not âmathematical playâ. For example, a game might include players âshootingâ an enemy and then solving a math problem to upgrade their âgunâ. Here, the action of solving the math problem is not linked with gameplay (shooting) and is not categorized as mathematical play. A better way of implementing this approach could be to implicitly connect âshootingâ (gameplay) and âproblem solvingâ. This can be done by only allowing the playerâs gun to shoot only when they correctly solve the math problem. Moreover, their speed of solving the problem can be linked with the type of gun upgrades.
Researchers have argued for developers to design play and interactions that are thoughtfully intertwined with mathematical learning. The âLearning Mechanic - Game Mechanicâ (LM-GM) Framework[9], argues that each game-related element of a learning game (e.g., type of interaction, rewards, etc.) be mapped to the learning-related elements (e.g., learning to count, writing numbers, etc.). This means that all game features are associated with the intended learning outcomes. For example, the incentive system (rewards and penalties) can be designed in a way that encourages mathematical play over the âtrial and errorâ, or the âgame objectsâ can represent mathematical objects. A specific example of this type of implementation is the game âGeometryBOXâ[10]. If players use a trial and error approach to solve geometrical problems, the incentive system penalizes them, they lose resources, and are unable to make progress. They need to strategize mathematically and apply their math knowledge to make progress. Additionally, the in-game objects like âjewelsâ are represented in the form of 2D shapes directly associated with geometry learning. Finally, the increasing level of difficulty in GeometryBOX is based on the geometry-specific learning theory, the Van Hiele Model (VHM)[11]. This type of design approach, based on relevant learning theory and mathematical play, showed significant improvements in geometry learning among adolescents.
Similarly, when designing digital games for young children, it is important to consider the links between gameplay and learning. Early years numeracy is known to be critical and foundational for overall development and math achievement[12]. Hence, design decisions should be based on strong and relevant learning theories of early numeracy and mathematical cognition. Lets see some examples of game features and mechanics aligned with findings from learning sciences.
As opposed to learning apps, learning games have the potential to make learning fun by engaging children in context-based problem solving. However, it is critical that engagement is driven by mathematical play, based on theories of learning, and not on distracting environments, characters, and other game objects.
It is critical that learning games do not fall victim to the âengagement fallacyâ which assumes that engagement always leads to learning[17]. To avoid such pitfalls, the next generation of math games should design experiences that engage children in mathematical play over âbells and whistlesâ. It is also critical that developers are cognizant of the technological limitations. For example, AI-based voice analysis is limited by its ability to analyze childrenâs voices which are different from adults and differentiate among accents. Hence, learning technologies should be designed with caution and used to complement hands-on learning experiences. As argued earlier, digital games can support mathematical learning in a fun and meaningful way. However, it is important that they are based on relevant learning theories and promote âmathematical playâ. Designing research-backed gameplay that utilizes the potential of new technologies in meaningful ways is crucial for their effectiveness.
Robin Sharma is a creator of science-based, digital learning environments (DLEs). As Vrettaâs Learning Scientist, he is working with the Innovation Team to create an AI-driven and research-based application for early numeracy. Robin has expertise in mathematics education, digital-game based learning, and curriculum development. He has a Ph.D. in Learning Science from McGill University, and an M.Sc. in Mathematics Education and a B.Sc. in Mathematics Honors from the University of Delhi.
Previously, he managed the âGames for Learningâ program at UNESCO MGIEP. He led and co-authored the UNESCO guidelines on digital learning, a set of principles for ethical and responsible development of DLEs aligned with UNESCOâs framework on Education for Sustainable Development (ESD) and social-emotional learning (SEL). Robin has also worked in the videogame industry, developing the worldâs first, interactive, gaming curriculum guides for teachers. These guides aim to support educatorsâ adoption of the immersive Assassinâs Creed Discovery Tour video games by Ubisoft.
Robin is an active member of the EdTech Impact Network managed by the International Center for EdTech Impact , Mathematics Teachers Association, and Game Research and Design Community (GRADE).
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[2] Papageorgiou, E., Wong, J., Liu, Q., Khalil, M., & Cabo, A. J. (2025). A Systematic Review on Student Engagement in Undergraduate Mathematics: Conceptualization, Measurement, and Learning Outcomes. Educational Psychology Review, 37(3), 66. https://doi.org/10.1007/s10648-025-10046-y
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[10] Sharma, R., Sharma, J., & Dubé, A. (2025). Effects of theory-based, narrative games on geometry learning among adolescents. American Educational Research Association Annual Meeting, Denver, USA. https://doi.org/10.3102/2185335 https://doi.org/10.3102/IP.25.2185335
[11] Hiele, P. M. van. (1999). Developing Geometric Thinking through Activities That Begin with Play. https://doi.org/10.5951/TCM.5.6.0310
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[16] Loderer, K., Pekrun, R., & Plass, J. L. (2020). Emotional foundations of game-based learning. In Handbook of game-based learning (pp. 111â151). The MIT Press.
[17] OâBrien, H. L., Roll, I., Kampen, A., & Davoudi, N. (2022). Rethinking (Dis)engagement in human-computer interaction. Computers in Human Behavior, 128, 107109. https://doi.org/10.1016/j.chb.2021.107109
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MathemaTIC is a personalized learning platform that is designed to make the experience of learning mathematics engaging and enjoyable for every learner.