Abstract
[English]: This study synthesizes, critically analyzes, and maps empirical evidence regarding the effectiveness of artificial intelligence (AI) feedback in emotion recognition within online mathematics games among secondary school students. Employing the Systematic Literature Review (SLR) method, this research utilized the PRISMA 2020 guidelines. A rigorous screening process of 495 articles from EBSCO, Springer Nature, and Taylor & Francis databases resulted in 20 final inclusion articles. The synthesis findings reveal a research shift toward feedback designs that deliberately influence the user’s emotional state, dominated by emotion-based feedback and delivery method-based feedback. The impact of this feedback is positive, specifically improving mood and well-being and facilitating direct emotional regulation. The effectiveness is moderated by three main factors: system and technology design, cognitive and behavioral factors, and content and learning situations. These findings imply that online game designers must consider system architectures that actively manage students’ emotional states through social support and adaptive content, beyond just providing performance feedback. Since the reviewed literatures are dominated by quantitative research, this study recommends that future research incorporates qualitative approaches to more deeply explore the nuanced, subjective emotional experiences of students interacting with AI systems.
[Bahasa]: Penelitian ini mensintesis, menganalisis secara kritis, dan memetakan bukti empiris mengenai efektivitas umpan balik kecerdasan buatan (AI) dalam pengenalan emosi pada permainan matematika daring di kalangan siswa sekolah menengah. Menggunakan metode Systematic Literature Review (SLR), penelitian ini mengikuti pedoman PRISMA 2020. Proses penyaringan yang ketat terhadap 495 artikel dari basis data EBSCO, Springer Nature, dan Taylor & Francis menghasilkan 20 artikel yang memenuhi kriteria inklusi. Temuan sintesis menunjukkan adanya pergeseran tren penelitian menuju desain umpan balik yang secara sengaja memengaruhi keadaan emosional pengguna, yang didominasi oleh umpan balik berbasis emosi dan umpan balik berbasis metode penyampaian. Dampak dari umpan balik ini bersifat positif, khususnya dalam meningkatkan suasana hati dan kesejahteraan, serta memfasilitasi regulasi emosi secara langsung. Efektivitas tersebut dimoderasi oleh tiga faktor utama: desain sistem dan teknologi, faktor kognitif dan perilaku, serta konten dan situasi pembelajaran. Temuan ini menyiratkan bahwa perancang permainan daring harus mempertimbangkan arsitektur sistem yang secara aktif mengelola keadaan emosional siswa melalui dukungan sosial dan konten adaptif, lebih dari sekadar memberikan umpan balik performa. Karena literatur yang ditinjau didominasi oleh kajian kuantitatif, penelitian ini merekomendasikan agar studi di masa depan menggabungkan pendekatan kualitatif untuk mengeksplorasi pengalaman emosional subjektif siswa yang lebih bernuansa saat berinteraksi dengan sistem AI.
Downloads
References
- Acatrinei, A. M. (2024). The influence of motivation and academic emotions on academic performance in high school learning. Journal of Innovation in Psychology, Education and Didactics, 28(1), 37–46. https://doi.org/10.29081/JIPED.2024.28.1.04
- Alsaiari, O., Baghaei, N., Lahza, H., Lodge, J. M., Boden, M., & Khosravi, H. (2025). Emotionally enriched AI-generated feedback: Supporting student well-being without compromising learning. Computers & Education, 239, 105363. https://doi.org/10.1016/j.compedu.2025.105363
- Barbalet, J. M. (1999). William James’ theory of emotions: Filling in the picture. Journal for the Theory of Social Behaviour, 29(3), 251–266. https://doi.org/10.1111/1468-5914.00101
- Barbieri, G. G., Barbieri, R., & Capone, R. (2021). Serious games in high school mathematics lessons: An embedded case study in Europe. Eurasia Journal of Mathematics, Science and Technology Education, 17(5), em1963. https://doi.org/10.29333/ejmste/10857
- Beaumont, J., Putwain, D. W., Gallard, D., Malone, E., Marsh, H. W., & Pekrun, R. (2023). Students’ emotion regulation and school-related well-being: Longitudinal models juxtaposing between- and within-person perspectives. Journal of Educational Psychology, 115(7), 932–950. https://doi.org/10.1037/edu0000800
- Contreras, J. I. Á., & Moreno, L. C. D. (2019). Emociones en educación matemática: Una mirada con base en el pensamiento complejo. Educação & Realidade, 44(1), e76639. https://doi.org/10.1590/2175-623676639
- Debrenti, E. (2024). Game-based learning experiences in primary mathematics education. Frontiers in Education, 9, 1331312. https://doi.org/10.3389/feduc.2024.1331312
- Deori, M., Kumar, V., & Verma, M. K. (2023). Analysis of YouTube video contents on Koha and DSpace, and sentiment analysis of viewers’ comments. Library Hi Tech, 41(3), 711–728. https://doi.org/10.1108/LHT-12-2020-0323
- Desrosiers, A., Schafer, C., Esliker, R., Jambai, M., & Betancourt, T. S. (2021). mHealth-supported delivery of an evidence-based family home-visiting intervention in Sierra Leone: Protocol for a pilot randomized controlled trial. Journal of Medical Internet Research, 23(2), e25443. https://doi.org/10.2196/25443
- de Souza Jeronimo, B., de Albuquerque Wheler, A. P., de Oliveira, J. P. G., Melo, R., Bastos-Filho, C. J. A., & Kelner, J. (2022). Comparing social robot embodiment for child musical education. Journal of Intelligent & Robotic Systems, 105(2), Article 34. https://doi.org/10.1007/s10846-022-01604-5
- Edén, A. S., Sandlund, P., Faraon, M., & Rönkkö, K. (2024). VoiceBack: Design of artificial intelligence-driven voice-based feedback system for customer-agency communication in online travel services. Information, 15(8), 468. https://doi.org/10.3390/info15080468
- Ekman, P. (2004). Emotions revealed. BMJ, 328(Suppl S5), 0405184. https://doi.org/10.1136/sbmj.0405184
- Fan, M., Ndavi, J. W., Qalati, S. A., Huang, L., & Pu, Z. (2022). Applying the time continuum model of motivation to explain how major factors affect mobile learning motivation: A comparison of SEM and fsQCA. Online Information Review, 46(6), 1095–1114. https://doi.org/10.1108/OIR-04-2021-0226
- Finlay-Jones, A. L., Parkinson, A., Sirois, F., Perry, Y., Boyes, M., & Rees, C. S. (2023). Web-based self-compassion training to improve the well-being of youth with chronic medical conditions: Randomized controlled trial. Journal of Medical Internet Research, 25(1), e44016. https://doi.org/10.2196/44016
- Fisher, M., Etter, K., Murray, A., Ghiasi, N., LaCross, K., Ramsay, I., Currie, A., Fitzpatrick, K., Biagianti, B., Schlosser, D., Loewy, R., & Vinogradov, S. (2023). The effects of remote cognitive training combined with a mobile app intervention on psychosis: Double-blind randomized controlled trial. Journal of Medical Internet Research, 25(1), e48634. https://doi.org/10.2196/48634
- Fominska, I., Di Tore, S., Nappi, M., Iovane, G., Sibilio, M., & Gelo, A. (2024). Approaches to identifying emotions and affections during the museum learning experience in the context of the future internet. Future Internet, 16(11), 417. https://doi.org/10.3390/fi16110417
- Formosa, J., Frommel, J., Mandryk, R. L., Tobin, S. J., Türkay, S., & Johnson, D. (2025). Emotion regulation, need satisfaction, passion and problematic video game play during difficult times. Behaviour & Information Technology, 44(13), 3271–3296. https://doi.org/10.1080/0144929X.2024.2440779
- Ghanouni, P., Jarus, T., Zwicker, J. G., & Lucyshyn, J. (2021). An interactive serious game to target perspective taking skills among children with ASD: A usability testing. Behaviour & Information Technology, 40(16), 1716–1726. https://doi.org/10.1080/0144929X.2020.1776770
- Havnes, A., Smith, K., Dysthe, O., & Ludvigsen, K. (2012). Formative assessment and feedback: Making learning visible. Studies in Educational Evaluation, 38(1), 21–27. https://doi.org/10.1016/j.stueduc.2012.04.001
- Hunt, J., Taub, M., Marino, M., Duarte, A., Bentley, B., Holman, K., & Banzon, A. (2022). Enhancing engagement and fraction concept knowledge with a universally designed game based curriculum. Learning Disabilities.
- Jiang, M., Nanjappan, V., Liang, H.-N., & ten Bhömer, M. (2024). In-situ exploration of emotion regulation via smart clothing: An empirical study of healthcare workers in their work environment. Behaviour & Information Technology, 43(3), 419–432. https://doi.org/10.1080/0144929X.2021.1975821
- Lestari, P., Ambarwati, U., Purnomo, Y. W., & Pangestu, K. (2025). Exploring fifth graders’ learning obstacles in multiplication and division of fractions. AL-ISHLAH: Jurnal Pendidikan, 17(3). https://doi.org/10.35445/alishlah.v17i3.6907
- Lin, S. H., Ling, R., & Rosenthal, S. (2024). Opening the black box of fitness tracking: Understanding the mechanisms of feedback in motivating physical activity among older Singaporeans. Behaviour & Information Technology, 43(4), 736–748. https://doi.org/10.1080/0144929X.2023.2184180
- Liu, J., Yan, C., Liu, W., Liu, X., Ding, Y., & Zhou, Y. (2025). Research on learner “emotion-behavior-ability” characteristics based on MOOC online education user profiles. Information Processing & Management, 62(3). https://doi.org/10.1016/j.ipm.2024.104026
- Livanou, M., Manitsa, I., Hulusic, V., Samara, M., Bull, M., & De Caro, A. (2025). The development of ReGoal, a serious mobile game for young people with conduct problems. Behaviour & Information Technology, 44(11), 2670–2696. https://doi.org/10.1080/0144929X.2024.2404241
- Lo, N., Chan, S., & Wong, A. (2025). Evaluating teacher, AI, and hybrid feedback in English language learning: Impact on student motivation, quality, and performance in Hong Kong. SAGE Open, 15(3). https://doi.org/10.1177/21582440251352907
- Marín-Vega, H., Alor-Hernández, G., Bustos-López, M., Hernández-Capistran, J., Hernández-Chaparro, N. L., & Ixmatlahua-Diaz, S. D. (2024). TasksZE: A task-based and challenge-based math serious game using facial emotion recognition. Future Internet, 16(12), 440. https://doi.org/10.3390/fi16120440
- Middleton, J. A., Wiezel, A., Jansen, A., & Smith, E. P. (2022). Tracing mathematics engagement in the first year of high school: Relationships between prior experience, observed support, and task-level emotion and motivation. ZDM – Mathematics Education, 55(2), 427–445. https://doi.org/10.1007/s11858-022-01432-9
- Ni, X., Nuryana, Z., Lu, S., & Xu, W. (2025). A systematic literature review of mathematics interactive games in elementary education. Interactive Learning Environments, 0(0), 1–28. https://doi.org/10.1080/10494820.2025.2538745
- Orhani, S. (2023). Understanding fractions with playing digital math games: Case study. International Journal of Research Publication and Reviews, 4(4), 1666–1673. https://doi.org/10.55248/gengpi.2023.4.4.34882
- Page, M. J., McKenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., Shamseer, L., Tetzlaff, J. M., Akl, E. A., Brennan, S. E., Chou, R., Glanville, J., Grimshaw, J. M., Hróbjartsson, A., Lalu, M. M., Li, T., Loder, E. W., Mayo-Wilson, E., McDonald, S., … Moher, D. (2021). The PRISMA 2020 statement: An updated guideline for reporting systematic reviews. BMJ, 372, n71. https://doi.org/10.1136/bmj.n71
- Qirom, M. S., & Juandi, D. (2023). Learning from Indonesia: A systematic literature review on the implementation of traditional Indonesian games for mathematics education. Beta: Jurnal Tadris Matematika, 16(2). https://doi.org/10.20414/betajtm.v16i2.570
- Rodríguez-Galván, L. C., Abbas, A., Ar, A. Y., Garza-González, B., & Alonso-Galicia, P. E. (2024). Do sentiments of professors feedback change after migrating from in-person to online modalities? Pre- and during COVID-19 experience. Universal Access in the Information Society, 23(3), 1193–1202. https://doi.org/10.1007/s10209-022-00943-2
- Sandefur, J., & Manaster, A. B. (2022). Encouraging research on recursive thinking through the lens of a model of the spread of contagious diseases. ZDM – Mathematics Education, 54(4), 895–907. https://doi.org/10.1007/s11858-022-01354-6
- Sato, T. G., Ooishi, Y., Fujino, M., & Moriya, T. (2024). Device for controlling the phasic relationship between melodic sound and respiration and its effect on the change in respiration rate. Behaviour & Information Technology, 43(15), 3750–3762. https://doi.org/10.1080/0144929X.2023.2286530
- Stovner, R. B., Klette, K., & Nortvedt, G. A. (2021). The instructional situations in which mathematics teachers provide substantive feedback. Educational Studies in Mathematics, 108(3), 533–551. https://doi.org/10.1007/s10649-021-10065-w
- Wisniewski, B., Zierer, K., & Hattie, J. (2020). The power of feedback revisited: A meta-analysis of educational feedback research. Frontiers in Psychology, 10, 3087. https://doi.org/10.3389/fpsyg.2019.03087
- Yang, C., Chen, X., Liu, L., & Sweetser, P. (2021a). Leveraging semantic features for recommendation: Sentence-level emotion analysis. Information Processing & Management, 58(3), Article 102543. https://doi.org/10.1016/j.ipm.2021.102543
- Yang, C., Chen, X., Liu, L., & Sweetser, P. (2021b). Leveraging semantic features for recommendation: Sentence-level emotion analysis. Information Processing & Management, 58(3), Article 102543. https://doi.org/10.1016/j.ipm.2021.102543
- Zhao, T., Zhang, X., Zhang, H., & Meng, Y. (2024). A study on users’ attention distribution to product features under different emotions. Behaviour & Information Technology, 43(7), 1269–1282. https://doi.org/10.1080/0144929X.2023.2207681
- Zhu, W., Shi, D., Kim, J., & Mou, J. (2025). Evaluating the effect of face recognition technology on citizens’ happiness. Behaviour & Information Technology, 44(9), 1872–1885. https://doi.org/10.1080/0144929X.2024.2380095
- Zuhri, Z., Dewi, S. V., Kusuma, J. W., Rafiqoh, S., Mahuda, I., & Hamidah, H. (2023). Implementation of ethnomathematics strategy in Indonesian traditional games as mathematics learning media. Journal of Innovation in Educational and Cultural Research, 4(2), 294–302. https://doi.org/10.46843/jiecr.v4i2.613
