Hatika KacoMuhammad Shukhairi MisbahAbdul Razzak Khan Rustum Ali KhanNurhidaya Mohamad JanSiti Munirah MohdFadzidah Mohd IdrisNor Raihan ZulkeflyAhmad Fadly Nurullah Rasedee2024-05-282024-05-28201912/22/20192289-9855https://oarep.usim.edu.my/handle/123456789/5512Gamification is a term used to convey a gaming-based approach in a non-gaming environment. One such application is in the emergence of gamification in educational sector. Additional mathematics is a compulsory subject that is offered to science stream students across Malaysia. However, most students have problem understanding and learning the subject as the traditional educational approach is less adequate due to its ineffectiveness in increasing students’ performance. To identify the root cause, a descriptive research method using survey among students is conducted. It is found that moderate number of students (n=118) have problems with additional mathematics with 3.02 as the average mean value of respondents in close-ended questionnaire conducted. The survey also yields difficulty applying concepts and tedious calculation steps as problems in the open-ended questionnaire response from students. The study also proposes a design of a game kit to aid in creating an enthusiastic and interactive learning in additional mathematics classroom. Implications of the study include that students are expected to have increased understanding as well as more interestin learning additional mathematicsen-USGamification, additional mathematics, game kit, interactive learningUsing Game Kit For Ethusiastic And Interactive Learning In Additional Mathematics ClassroomArticle6370131