Fatin Rauhah Binti Mohamad Tan UNIVERSITI UTARA MALAYSIA (UUM)
This study examines the effectiveness of a game-based learning application in addressing high school students’ difficulties in mastering linear equations caused by abstract concepts, low motivation, and teacher-centered instruction. To address these issues, LinearQuest, a gamified mobile digital board game grounded in Behaviorist Learning Theory, was developed using rewards, avatar progression, and chance-based mechanics to enhance motivation and learning persistence. Its effectiveness was evaluated through pilot testing, user feedback, and pre–post assessments. The findings indicate that LinearQuest improved students’ understanding of linear equations, increased confidence, and enhanced motivation. High ratings for usability, engagement, and learning outcomes suggest its potential as a student-centered instructional reinforcement tool aligned with 21st-century digital education goals.