Unraveling Mathematical Problem-Solving Profiles of Gamer Students Through Gaming Motivation

  • Salsabila Amanda Jovita Universitas Negeri Surabaya, Surabaya, Indonesia
  • Nia Wahyu Damayanti Universitas Negeri Surabaya, Surabaya, Indonesia
Keywords: Gaming Motivation Inventory, Mathematical problem-solving, Problem-solving profile, Student gamers

Abstract

The ability to solve mathematical problems is a fundamental component of mathematics education. However, there remains a lack of research describing the profile of mathematical problem-solving based on motivation arising from gaming activities. This study aims to describe the mathematical problem-solving profiles of student gamers, based on the dominant dimensions of the Gaming Motivation Inventory (GMI). A qualitative approach utilizing a multiple-case study design was implemented, with two 11th-grade students serving as research participants. Two subjects were selected using purposive sampling from students enrolled in a single research class, based on their GMI questionnaire results: one student with the dominant dimension of Mastery and one student with the dominant dimension of Social. Data were collected using the GMI instrument, two PISA-based math problem-solving questions, and semi-structured interviews. The qualitative analysis model developed by Miles et al. was employed to analyze the data. Students' problem-solving processes were examined through Polya’s four stages. The results indicated that both subjects completed all four stages of Polya’s problem-solving process, yet displayed distinct problem-solving characteristics. The Mastery subject employed a systematic and persistent approach, while the Social subject favored visual representations and collaborative verification. These findings offer valuable guidance for mathematics teachers in designing learning activities that address students’ diverse motivational characteristics

References

Abidin, Z., & Jarmita, N. (2020). Students ’ Intuition of Field Independent and Field Dependent in Solving Divergence Mathematical Problem. Kreano: Jurnal Matematika Kreatif-Inovatif, 11(2), 223–235. https://doi.org/10.15294/kreano.v11i2.26804

Alt, D. (2023). Assessing the benefits of gamification in mathematics for student gameful experience and gaming motivation. Computers & Education, 200, 104806. https://doi.org/10.1016/j.compedu.2023.104806

Arili, N. Z., Turmudi, & Dasari, D. (2024). The Effect Of Learning Motivation Towards Students ’ Mathematics Problem-Solving Ability : Meta-Analysis Correlational Study. EDU-MAT: Jurnal Pendidikan Matematika, 12(1), 1–11. https://doi.org/10.20527/edumat.v12i1.16556

Bijl, A., de Klerk, S., Veldkamp, B. P., & Wools, S. (2026). Assessing information problem solving through a simulation game : Validation evidence from a municipal enforcement official context. Computers & Education, 244, 105533. https://doi.org/10.1016/j.compedu.2025.105533

Creswell, J. W. (2012). Educational Research Planning, Conducting and Evaluating Quantitative and Qualitative Research. Pearson Education.

Felinaweny, R., & Kurniawan, R. (2025). The relationship between self-control and online game addiction in adolescents. Educenter : Jurnal Ilmiah Pendidikan, 4(3). https://doi.org/10.55904/educenter.v4i3.1865

Firmansyah, M. A., & Syarifah, L. L. (2023). MATHEMATICAL PROBLEM SOLVING ABILITY IN VIEW OF LEARNING STYLES. Prima: Jurnal Pendidikan Matematika, 7(1), 58–66. https://doi.org/10.31000/prima.v7i1.7217

Hadiyanti, Y. R., & Manurung, M. M. H. (2025). A Qualitative Analysis of Students ’ Errors in Fraction Word Problems Based on Polya ’ s Stages of Problem Solving : Evidence from Papua , Indonesia. Edumatica: Jurnal Pendidikan Matematika, 15(2). https://doi.org/10.22437/edumatica.v15i2.43746

Hansen, E. K. S. (2022). Students’ agency, creative reasoning, and collaboration in mathematical problem solving. Mathematics Education Research Journal, 34(4), 813–834. https://doi.org/10.1007/s13394-021-00365-y

Held, T., Putwain, D. W., & Hascher, T. (2026). A serious game-based social-psychological intervention to promote mathematics motivation : Effects and individual differences. Contemporary Educational Psychology, 84, 102439. https://doi.org/10.1016/j.cedpsych.2025.102439

Jacques, L. A. (2022). Proximal Processes and Problem Solving : Gamers vs . Students. Simulation & Gaming, 53(3), 221–236. https://doi.org/10.1177/10468781221096870

Kaimudin, E. C., Putri, D. S. R., & Priambodo, G. (2024). The Impact of Online Game Addiction and Transformations of Emotional Intelligence and Intellectual Intelligence in Middle Adolescents. International Journal of Public Health Excellence (IJPHE), 4(1), 294–302. https://doi.org/10.55299/ijphe.v4i1.856

Király, O., Billieux, J., King, D. L., Urbán, R., Koncz, P., Polgár, E., & Demetrovics, Z. (2022). A comprehensive model to understand and assess the motivational background of video game use : The Gaming Motivation Inventory ( GMI ). Journal of Behavioral Addictions, 11(3), 796–819. https://doi.org/10.1556/2006.2022.00048

Meryansumayeka, Zulkardi, Putri, R. I. I., & Hiltrimartin, C. (2021). Students ’ Strategies in Solving PISA Mathematical Problems Reviewed from Problem-Solving Strategies. Jurnal Pendidikan Matematika, 15(1), 37–48. https://doi.org/10.22342/jpm.15.1.10405.37-48

Miles, M. B., Huberman, A. M., & Saldana, J. (2014). Qualitative Data Analysis Edition 3. SAGE. https://openlibrary.telkomuniversity.ac.id/pustaka/149484/qualitative-data-analysis-a-methods-sourcebook-3-e-.html

NCTM. (2000). Principles and Standards for School Mathematics. National Council of Teachers of Mathematics.

Nur, S., & Iqlimah, F. (2023). Can the intensity of playing online games affect interest in learning ? Psikostudia Jurnal Psikologi, 12(3), 409–414. https://doi.org/10.30872/psikostudia.v12i3.11515

OECD. (2009). Take the Test Sample Question From OECD`S PISA Assessments. https://www.oecd.org/content/dam/oecd/en/publications/reports/2009/02/take-the-test_g1gha797/9789264050815-en.pdf

OECD. (2023). PISA 2022 Results (Volume I): The State of Learning and Equity in Education: Vol. I. OECD. https://doi.org/10.1787/53f23881-en

Polya, G. (1973). How To Solve It. University Press. https://www.hlevkin.com/hlevkin/90MathPhysBioBooks/Math/Polya/George_Polya_How_To_Solve_It_.pdf

Samani, M., Nurlaela, L., Astoeti, S. P., Wahono, W., & Inzanah. (2016). Berfikir Tingkat Tinggi Problem Solving. SARBIKITA PUBLISHING.

Schoenherr, J., & Schukajlow, S. (2024). Characterizing external visualization in mathematics education research : a scoping review. ZDM – Mathematics Education, 56(1), 73–85. https://doi.org/10.1007/s11858-023-01494-3

Setiyowati, N., Aisyah, N., Susanti, E., & Susanti, E. (2024). How is Math Problem-Solving Skills in Terms of Learning Style ? Indiktika : Jurnal Inovasi Pendidikan Matematika, 7(1), 1–9. https://doi.org/10.31851/indiktika.v7i1.16862

Suheni, E., Aini, I. N., Mustika, R. M. S., & Nur, I. R. D. (2026). Improving Student Motivation in Mathematics Learning Thro. LOCUS JOURNAL: Research & Devotion Volume, 5(5), 3558–3569. https://doi.org/10.58344/locus.v5i5.5677

Widyanti, S. U., & Khabibah, S. (2020). Students’ Strategic Competence Profiles in Solving Mathematics Problem Based on Learning Styles. MATHEdunesa Jurnal, 9(2). https://doi.org/10.26740/mathedunesa.v9n2.p319-328

Widyawati, E. P., Luthfiya, A., Arifin, N., Farhah, A., & Amalina, C. N. (2024). Perspektif Gender dalam Pembelajaran Matematika. Prosiding Diskusi Panel Nasional Pendidikan Matematika, 10, 347–352.

Xin, Y. N., & Lam, T. T. (2024). On Some Guiding Principles of Enacting Mathematical Problem Solving for Classroom Instruction. DINAMIKA Jurnal Ilmiah Pendidikan Dasar, 16(1), 1–10. https://doi.org/10.30595/dinamika.v16i1.20441

Yilmaz-can, D. (2023). Mathematical Problem-Solving in Action : Teachers ’ Strategies and Approaches in the Classroom. INTERNATIONAL EJER CONGRESS, 476–492. https://files.eric.ed.gov/fulltext/ED638475.pdf

Yin, R. K. (2018). Case Study Research and Applications Design and Methods. SAGE.

Published
2026-09-28
How to Cite
Jovita, S., & Damayanti, N. (2026). Unraveling Mathematical Problem-Solving Profiles of Gamer Students Through Gaming Motivation. Jurnal Likhitaprajna, 28(2), 272-284. https://doi.org/10.37303/likhitaprajna.v28i2.1008