Nowadays, learning mathematics presents various challenges for many students. Mathematics is often associated as a difficult and tedious subject to learn (Sedig, 2008). Educational games have the potential of addressing those of the challenges. An interactive games can attract student’s attention for hours and hours while providing them with the effective instruction and also an engaging learning experience.
Technology is needed to integrate into math curriculum because technology is necessary for student learning. Accordingly, interactive software and computers are the keys to help students learn mathematics (Twigg, 2011). For example, games have been widely used to enhance student’s mathematics achievement in various domains including problem-solving and algebra skills, strategic and reasoning abilities, arithmetic procedures, and critical geometry skills.
There is a great need for the school teachers to make mathematics become fun and meaningful for their students to motivate them have the intention on want to learn and study mathematics. According to Ahmad et al. (2010), there are many students have problems in learning mathematics for the following reasons: lack of motivation, boredom, little encouragement for self-learning, lack of personal meaning to them, and lack of continuity and focus.
According to Arbaugh et al. (2008), stated that maximizing the use of technology in schools and classrooms could help to improve student learning. Mathematical and collaborative or communicative technologies are two technology types for the teaching and learning of mathematics in today’s classrooms. Collaborative and communicative technologies allow users to create, manipulate, edit, communicate, and share experiences, ideas, and products using words, numbers, symbols, images, audio, and video (Arbaugh et al, 2008).