Digital Game-Based Learning and Computational Thinking Skills of Elementary School Students: A Systematic Literature Review
DOI:
https://doi.org/10.61255/itej.v4i2.1666Keywords:
Computational Thinking, Digital Game-Based Learning, Educational Games, Elementary Education, Systematic Literature ReviewAbstract
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.
Abstract views: 24
,
PDF downloads: 30
Downloads
References
Abidin, Z., Herman, T., Wahyudin, W., Wiryanto, W., Farokhah, L., & Penehafo, A. E. (2023). How to count speed? Utilizing Android applications to support a Concept Attainment Model to help mathematical thinking skills. ASEAN Journal of Science and Engineering, 4(2), 295–316. https://doi.org/10.17509/ajse.v4i2.72528
Berlian, M., Arsad, N. M., Hardila, D., Yovita, & Nasution, D. N. (2024). Development of Scratch learning media to improve scientific literacy and computational thinking in primary education in the Society 5.0 era. Journal of Natural Science and Integration, 7(1), 94–110. https://doi.org/10.24014/jnsi.v7i1.30904
Brennan, K., & Resnick, M. (2012). New frameworks for studying and assessing the development of computational thinking. Paper presented at the Annual American Educational Research Association Meeting, Vancouver, Canada.
Chen, C., Su, S., Lin, Y.-Z., & Sun, C. (2023). The effect of time management and help-seeking in self-regulation-based computational thinking learning in Taiwanese primary school students. Sustainability, 15(16), 12494. https://doi.org/10.3390/su151612494
Chen, C., Su, S., & Yuan, S. (2024). The effect of regular and innovative control devices on cultivating creativity in a game creating course in primary school. Education Sciences, 14(8), 833. https://doi.org/10.3390/educsci14080833
Dagienė, V., Jevsikova, T., Stupurienė, G., & Juškevičienė, A. (2022). Teaching computational thinking in primary schools: Worldwide trends and teachers’ attitudes. Computer Science and Information Systems, 19(1), 1–24. https://doi.org/10.2298/CSIS201215033D
Firdaus, F. Z., Khodijah, N. F., & Inayah, I. (2024). Creating digital teaching materials that utilize augmented reality has the potential to enhance students’ critical thinking abilities. JMIE (Journal of Madrasah Ibtidaiyah Education), 8(1), 15. https://doi.org/10.32934/jmie.v8i1.573
Hamid, S. H., Zulkiply, N., & Mohamad, F. S. (2022). The effects of non-digital game-based learning and cognitive level of questions on isometric transformations. Asian Journal of University Education, 18(1), 34–50. https://doi.org/10.24191/ajue.v18i1.17167
Hongquan, B., Wang, X., & Zhao, L. (2021). Effects of the problem-oriented learning model on middle school students’ computational thinking skills in a Python course. Frontiers in Psychology, 12, 771221. https://doi.org/10.3389/fpsyg.2021.771221
Hong, Q. N., Fàbregues, S., Bartlett, G., Boardman, F., Cargo, M., Dagenais, P., Gagnon, M.-P., Griffiths, F., Nicolau, B., O’Cathain, A., Rousseau, M.-C., Vedel, I., & Pluye, P. (2018). The Mixed Methods Appraisal Tool (MMAT) version 2018 for information professionals and researchers. Education for Information, 34(4), 285–291. https://doi.org/10.3233/EFI-180221
Ilmiyati, D., Risky, E., Chaeruman, U. A., Paristiowati, M., & Istianah. (2024). Innovative learning approaches: Quantum chemistry board games for education and computational thinking strategies. JTK (Jurnal Tadris Kimiya), 9(1), 1–11. https://doi.org/10.15575/jtk.v9i1.31609
Jhang, J.-N., Lin, Y.-C., & Lin, Y.-T. (2025). A study on the effectiveness of a hybrid digital-physical board game incorporating the Sustainable Development Goals in elementary school sustainability education. Sustainability, 17(15), 6775. https://doi.org/10.3390/su17156775
Kanellopoulou, I., Garaizar, P., & Guenaga, M. (2021). First steps towards automatically defining the difficulty of maze-based programming challenges. IEEE Access, 9, 64211–64223. https://doi.org/10.1109/access.2021.3075027
Mardhatillah, Khotimah, K., Sari, Z. N., Kamarudin, N., Dony, N., Huzaimah, C., & Diana, I. N. (2026). Digitally mediated problem-based learning integrating Aneuk Jamee cultural values to enhance computational thinking and cultural identity in primary education. Pertanika Journal of Social Science & Humanities, 34(1). https://doi.org/10.47836/pjssh.34.1.21
Muhammadi, Zulfi, A., & Ayu, N. (2026). Development of interactive multimedia to improve computational thinking skills of elementary school students. Jurnal Penelitian Pendidikan Ipa, 12(5), 306–314. https://doi.org/10.29303/jppipa.v12i5.14721
Ningtyas, D. P., Setyosarı, P., Kuswandi, D., & Ulfa, S. (2024). Enhancing early childhood problem-solving abilities through game-based learning and computational thinking: The impact of cognitive styles. Golden Age Jurnal Ilmiah Tumbuh Kembang Anak Usia Dini, 9(3), 409–419. https://doi.org/10.14421/jga.2024.93-04
Nurhaliza, J., Hikmawan, R., & Arrumaisha, N. (2026). Development of Android-based informatics learning media to improve computational thinking in high school students. Jurnal Paedagogy, 13(1), 11–19. https://doi.org/10.33394/jp.v13i1.18253
Nurhopipah, A., Nugroho, I. A., & Suhaman, J. (2021). Pembelajaran Pemrograman Berbasis Proyek Untuk Mengembangkan Kemampuan Computational Thinking Anak. Jurnal Pengabdian Kepada Masyarakat, 27(1), 6. https://doi.org/10.24114/jpkm.v27i1.21291
Panskyi, T., & Rowińska, Z. (2021). A holistic digital game-based learning approach to out-of-school primary programming education. Informatics in Education, 20(2), 255–276. https://doi.org/10.15388/infedu.2021.12
Rati, N. W., & Esaputra, I. N. T. (2025). CodeSTEM: An innovative future thinking-based coding learning to improve students’ computational thinking skills. International Journal of Elementary Education, 9(2), 198–205. https://doi.org/10.23887/ijee.v9i2.96261
Redondo-Duarte, S., Pattier, D., Neubauer, A., & López, J.-M. S. (2026). Machine learning and educational robotics, an implementation in initial university teacher training and for practicing teachers in primary education. Frontiers in Education, 11. https://doi.org/10.3389/feduc.2026.1778718
Regli, A., Antonopoulou, H., Beligiannis, G. N., Asimakopoulos, G., & Halkiopoulos, C. (2026). Beyond digital natives: A system-level analysis of institutional barriers and teacher experience in secondary school ICT integration. Sustainability, 18(2), 1108. https://doi.org/10.3390/su18021108
Shute, V. J., Sun, C., & Asbell-Clarke, J. (2017). Demystifying computational thinking. Educational Research Review, 22, 142–158. https://doi.org/10.1016/j.edurev.2017.09.003
Souza, J. G. R. de, & Prates, R. O. (2024). Identifying challenges for elementary school teachers in building digital games through a workshop. Journal on Interactive Systems, 15(1), 362–374. https://doi.org/10.5753/jis.2024.3951
Sukkamart, A., Chachiyo, W., Chachiyo, M., Pimdee, P., Moto, S., & Tansiri, P. (2024). Enhancing computational thinking skills in Thai middle school students through problem-based blended learning approaches. Cogent Education, 12(1), 2445951. https://doi.org/10.1080/2331186X.2024.2445951
Oyelere, A. S., Agbo, F. J., & Oyelere, S. S. (2023). Formative evaluation of immersive virtual reality expedition mini-games to facilitate computational thinking. Computers & Education: X Reality, 2, 100016. https://doi.org/10.1016/j.cexr.2023.100016
Page, M. J., McKenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., Shamseer, L., Tetzlaff, J. M., Akl, E. A., Brennan, S. E., Chou, R., Glanville, J., Grimshaw, J. M., Hróbjartsson, A., Lalu, M. M., Li, T., Loder, E. W., Mayo-Wilson, E., McDonald, S., McGuinness, L. A., Stewart, L. A., Thomas, J., Tricco, A. C., Welch, V. A., Whiting, P., & Moher, D. (2021). The PRISMA 2020 statement: An updated guideline for reporting systematic reviews. PLOS Medicine, 18(3), e1003583. https://doi.org/10.1371/journal.pmed.1003583
Wang, X., Wan, F., & Dai, J. (2026). Enhancing computational thinking through coding education in primary school students: An experimental study on the impact of early programming exposure on problem-solving skills. Frontiers in Psychology, 17, 1734482. https://doi.org/10.3389/fpsyg.2026.1734482
Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3), 33–35. https://doi.org/10.1145/1118178.1118215
Wulandari, T., Listaji, P., Sulaiman, T., Jaafar, W. M. W., & Rahim, S. S. A. (2024). Development of STEM-Based Science Educational Game Using Scratch to Train Computational Thinking Skill for Socondary School Students. Jurnal Pendidikan Sains Indonesia, 12(4), 867–884. https://doi.org/10.24815/jpsi.v12i4.39893
Yoon, C. S., & Khambari, M. N. M. (2022). Design, development, and evaluation of the Robobug board game: An unplugged approach to computational thinking. International Journal of Interactive Mobile Technologies (iJIM), 16(6), 41–60. https://doi.org/10.3991/ijim.v16i06.26281
Zhang, X., Tlili, A., Guo, J., Griffiths, D., Huang, R., Looi, C., & Burgos, D. (2023). Developing rural Chinese children’s computational thinking through game-based learning and parental involvement. The Journal of Educational Research, 116(1), 17–32. https://doi.org/10.1080/00220671.2023.2167798
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Ani Setiawati, Decky Avrilianda

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
