Global mathematics education currently faces significant challenges in fostering students' interest, motivation, and understanding of abstract concepts, particularly sequences and series (Booth, 2021). The transformation of 21st-century education demands learning innovations that focus not only on knowledge transfer but also on developing critical thinking skills (Ng, 2020; Setyo et al., n.d.; Silius, 2011), collaboration, and creativity. One approach gaining increasing attention is the integration of game-based learning media, which has been empirically proven to increase student engagement and motivation in various countries (Gashaj, 2021; Pollok, 2021). Globally, the use of board games as a learning medium has become an innovative trend that supports the creation of interactive, enjoyable (Afifah & Putri, 2021), and meaningful learning environments, in line with developments in educational technology and the needs of today's digital generation.
However, in Indonesia and many other countries, mathematics instruction in junior high schools is still dominated by conventional, teacher-centered methods. Students often struggle to understand sequences and series due to their abstract nature, lack of visualization, and a lack of contextual and interactive learning experiences. The main challenges faced are low student motivation and active participation, limited learning time, and a lack of media that accommodates visual and kinesthetic learning needs (Dwi Octaviani, Indrawatiningsih, & Afifah, 2021; Silius, 2011; Villanti, 2017). In addition, teachers also face obstacles in developing learning media that are effective (Alexiou, 2020), interesting, and appropriate to the characteristics of sequence and series material, so that the learning process tends to be monotonous and less relevant to everyday life.