Digital Game-Based Learning and Computational Thinking Skills of Elementary School Students: A Systematic Literature Review

Authors

  • Ani Setiawati Universitas Negeri Semarang
  • Decky Avrilianda Universitas Negeri Semarang

DOI:

https://doi.org/10.61255/itej.v4i2.1666

Keywords:

Computational Thinking, Digital Game-Based Learning, Educational Games, Elementary Education, Systematic Literature Review

Abstract

This systematic literature review (SLR) examined the evidence concerning Digital Game-Based Learning (DGBL) and Computational Thinking (CT) among elementary school students. The review aimed to identify publication trends and research characteristics, examine reported CT-related outcomes, identify enabling and constraining factors, and determine research gaps in the existing literature. The review followed the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA 2020) framework (Page et al., 2021). Literature published between 2021 and 2026 was searched in Scopus, ScienceDirect, and Google Scholar. The initial search identified 521 records, of which 435 remained after duplicate removal and 86 proceeded to full-text assessment. Following the application of the predefined population, intervention, and outcome criteria, the final evidence pool was established only after full-text eligibility verification. The synthesis indicates that the included studies report potential benefits of DGBL for several dimensions of Computational Thinking, although the strength and consistency of the evidence vary according to research design, intervention characteristics, duration, and CT assessment approaches. The review also identifies implementation conditions related to teacher preparedness, technological infrastructure, instructional support, and game design. Overall, the evidence suggests that DGBL has potential to support CT development in elementary education, but stronger comparative and longitudinal evidence is required to establish the conditions under which different forms of DGBL produce sustainable CT outcomes.

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Published

2026-08-28

How to Cite

Setiawati, A., & Avrilianda, D. (2026). Digital Game-Based Learning and Computational Thinking Skills of Elementary School Students: A Systematic Literature Review. Indonesian Technology and Education Journal, 4(2), 429–443. https://doi.org/10.61255/itej.v4i2.1666

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