Effectiveness of DGBL in Elementary Mathematics: A Meta‐Analysis of Simulation‐Based Games and Year Group Appropriateness.

Background: This study investigates the overall effect of Digital Game‐Based Learning (DGBL) on mathematics achievement, with specific attention given to identifying potential moderating factors. Objectives: To determine the impact of DGBL on mathematics achievement in primary education and to explo...

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Publicado en:Journal of Computer Assisted Learning Vol. 42; no. 4; pp. 1 - 20
Autores principales: Kusumawardani, Seftia, Widhanarto, Ghanis Putra
Formato: meta analysis research systematic review tables/charts Journal Article
Publicado: Wiley-Blackwell Aug2026
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Aug2026
      vid: 42
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      pub: Wiley-Blackwell
      place: Malden, Massachusetts
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        10.1002/jcal.70295
        195655221
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        atl: Effectiveness of DGBL in Elementary Mathematics: A Meta‐Analysis of Simulation‐Based Games and Year Group Appropriateness.
      aug:
        au:
          Kusumawardani, Seftia
          Widhanarto, Ghanis Putra
        affil: Faculty of Teacher Training and Education, Universitas Sebelas Maret, Surakarta, Indonesia
      sug:
        subj:
          Mathematics Education
          Gamification Utilization
          Digital Technology Utilization
          Learning Methods
          Academic Achievement Evaluation
          Students, Elementary
          Outcomes of Education
          Human
          Systematic Review
          Meta Analysis
          Scales
          Educational Technology
          Computer-Assisted Instruction
          Publication Bias
          Teaching Methods
          kappa Statistic
          Effect Size
          Regression
          Data Analysis Software
          Descriptive Statistics
          Confidence Intervals
      ab: Background: This study investigates the overall effect of Digital Game‐Based Learning (DGBL) on mathematics achievement, with specific attention given to identifying potential moderating factors. Objectives: To determine the impact of DGBL on mathematics achievement in primary education and to explore the moderating roles of game characteristics (game type, year group, duration, dimensions) and study characteristics (research design, level of integration, measurement type, and mathematics domain) on this effect. Methods: A comprehensive literature search was conducted across Scopus and Web of Science databases, identifying 30 eligible studies published between 2015 and 2025. Data extraction and analysis were performed using R‐studio, with Standardized Mean Differences (SMD) calculated and meta‐regression analysis employed to assess the effect of DGBL. Results: The findings indicate a significant positive effect of DGBL on mathematics achievement at the primary level. Furthermore, game type, year group, intervention duration, and game dimensions were found to significantly moderate this effect. Simulation games demonstrated the greatest effectiveness. Years 1, 2, 4, and 6 exhibited more substantial improvements. Shorter (≤ 1 day) and longer (> 7 days) intervention durations proved to be more effective. Game designs incorporating combinations of social and fiction elements yielded the largest effect sizes, while more complex combinations did not significantly impact the effectiveness of DGBL. Conclusions: Educators should prioritize the use of engaging game types such as simulations, tailor DGBL interventions to specific year groups, carefully consider intervention duration, and select game designs that incorporate social and fictional elements without introducing cognitive overload. Furthermore, the level of curriculum integration acts as a significant moderator, suggesting that digital games yield optimal outcomes when embedded within regular instruction rather than used as a supplement. Lay Summary: What is currently known about this topic? ○Digital games can improve motivation and learning in primary maths.○However, game types and year groups might affect how well they work.○Intervention length and design elements could also play a role.○A clear overview of which factors matter most is currently lackingWhat does this paper add? ○This study looks at many research papers on digital maths games.○It shows games do help, but how well depends on several things○Simulation games work best, and some year groups benefit more.○Shorter or longer interventions proved more successful.Implications for practice/or policy ○Use simulation games to teach math for best results.○Years 1, 2, 4, and 6 may show more improvement.○Consider shorter bursts or longer integration of game‐based learning.○Social and story elements make games more effective.
      pubtype: Academic Journal
      doctype:
        meta analysis
        research
        systematic review
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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