Gamification in e-learning is defined as an educational approach to motivate students to learn by introducing gaming elements and video game design in the learning environment. The objective of gamification is to maximize engagement by capturing the interest of students and inspire them to learn and achieve more.
Math anxiety is defined as “a feeling of tension, apprehension, or fear that interferes with math performance”. Often seen in students, math anxiety can range from general discomfort and mental disorganization to feelings of panic and high anxiety. Even though most students can cope up with this distress, for some the fear is so severe that it affects their math learning abilities and in turn, becomes a vicious cycle of failure.