learning Mathematics: first, students who face difficulty
understanding and are too shy to participate in discussions
and subsequently do not manage to resolve their doubts,
and second, dull e-learning websites. The many rules in
Mathematics compounds the problem further. We thus aim
to address these problems through a gamified-commerce oriented Mathematics learning practice system, Alzebra,
for informal learning. Focusing on principles of
Information Systems Analysis and Design, e-commerceoriented
computational concepts are embedded in the game
to motivate online practice. The system concept, design
methodology and user testing outcomes are presented.
Significance lies in deriving perception towards
gamification and components which users liked or disliked
and the efficacy of our hybrid approach in systems
development