1
2
3

Marijana Zarožinski

1

, Ljerka Jukić Matić

2

, Maja Čuletić Ćondrić

3

Marijana Zarožinski

1

, Ljerka Jukić Matić

2

Maja Čuletić Ćondrić

3

1. Industrial and Craft School, E. Kumičića 55, 35000 Slavonski Brod
2. Faculty of Applied Mathematics and Computer Science, Trg Ljudevita Gaja 6, 31000 Osijek
3. University of Slavonski Brod, Trg I. B. Mažuranić 2, 35000 Slavonski Brod, Croatia
1. Industrial and Craft School, E. Kumičića 55, 35000 Slavonski Brod
2. Faculty of Applied Mathematics and Computer Science, Trg Ljudevita Gaja 6, 31000 Osijek
3. University of Slavonski Brod, Trg I. B. Mažuranić 2, 35000 Slavonski Brod, Croatia

Abstract: The aim of this research is to create a questionnaire for examining the attitudes and motivation of students in three-year vocational schools towards learning mathematics using digital games (DGBL). The research was conducted through a survey on a pilot sample of 56 students from the Industrial and Craft School in Slavonski Brod, using validated and reliable questionnaires that measure multiple dimensions of motivation and attitudes. The results show that students exhibit statistically significant intrinsic and extrinsic motivation, with intrinsic motivation prevailing. Students' attitudes towards DGBL are positive, especially in terms of usefulness and preference for games, while experience with educational games is less pronounced. No significant correlation was found between attitudes and motivation and mathematics grades, however, a strong positive correlation was found between attitudes and motivation. The research indicates the importance of considering digital games as a didactic tool in mathematics education in vocational schools. This research is part of a study at the national level in the Republic of Croatia, in which 14 vocational schools educating students in three-year vocational programs will participate.

Keywords: DGBL, digital games, game-based learning, mathematics, motivation, attitudes

Summary: The aim of this research is to create a questionnaire to examine the attitudes and motivation of students of three-year vocational schools towards learning mathematics using digital games (DGBL). The research was conducted through a survey on a pilot sample of 56 students of the Industrial and Craft School in Slavonski Brod, using validated and reliable questionnaires that measure multiple dimensions of motivation and attitudes. The results show that students show statistically significant intrinsic and extrinsic motivation, with intrinsic motivation prevailing. Students' attitudes towards DGBL are positive, especially in terms of usefulness and preference for games, while experience with educational games is less pronounced. No significant connection between attitudes and motivation and mathematics grades was found, but a strong positive correlation was found between attitudes and motivation. The research indicates the importance of considering digital games as a didactic tool in teaching mathematics in vocational schools. This research is part of a research at the level of the Republic of Croatia in which 18 vocational schools where students in three-year professions are educated will participate.
Keywords: attitudes, DGBL, digital games, game based learning, mathematics, motivation

This work is licensed under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International.

Received: 10.06.2025.

Accepted: 23.07.2025.

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