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Educational games, gamification, and teacher roles in supporting primary students’ cognitive development: A systematic literature review

Diniyah: Jurnal Pendidikan Dasar (2026) · pp. 51–70

DOI
10.31332/dy.v7i1.14299
ISSN
2746-4113
Published
2026-05-26
Publisher
Institut Agama Islam Negeri Kendari
License
creativecommons.org/licenses/by-nc-sa/4.0

Abstract

Educational games, gamification, and game-based learning media are increasingly used in primary education to support active learning, engagement, and cognitive development. However, existing studies remain fragmented in terms of media type, learning context, research design, cognitive outcomes, and teacher roles. This study synthesizes empirical evidence on educational games and gamified learning media in elementary school and madrasah ibtidaiyah contexts, focusing on cognitive outcomes, pedagogical implementation, and research gaps. A Systematic Literature Review was conducted following the PRISMA framework. Articles were identified through Publish or Perish, Google Scholar metadata, SINTA, Garuda, and accredited journal websites. From 200 initial records, 13 studies met the eligibility criteria, and 14 additional studies were obtained through targeted searches, resulting in 27 final articles published between 2022 and 2025. Data were analyzed using descriptive quantitative analysis and thematic synthesis based on the PICO framework. Findings show that Wordwall, Quizizz, Kahoot, Genially, PowerPoint-based games, augmented reality, board games, and collaborative game-based learning were commonly used. Reported outcomes included learning achievement, conceptual understanding, literacy, numeracy, problem-solving ability, motivation, engagement, and teacher readiness. The review highlights that game-based learning is most promising when aligned with learning objectives, teacher facilitation, and explicit cognitive assessment. Keywords: educational games; gamification; game-based learning; cognitive development; primary education; systematic literature review

Collaboration network of the authors

6 authors · 9 co-authorship links · 1 across different organisations

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  • State University of Semarang
  • Universitas Halu Oleo
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
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Co-authorOrganisationJoint articles
Abdul KadirUniversitas Halu Oleo1
Muhammad BasriAffiliation unknown1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

This record comes from Crossref (what the publisher deposited), because the journal's own OAI-PMH endpoint could not be harvested.

Metadata source: Crossref API (cadangan, berdasarkan ISSN) https://api.crossref.org/journals/2746-4113/works, first harvested 29 Okt 2026, last seen 1 Nov 2026.
Metadata as oai_dc, converted from Crossref
<oai_dc:dc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"><dc:title>Educational games, gamification, and teacher roles in supporting primary students’ cognitive development: A systematic literature review</dc:title><dc:creator>Rahmawati</dc:creator><dc:creator>Hidayati, Wiwik</dc:creator><dc:creator>Widiarti, Nuni</dc:creator><dc:creator>Avrilianda, Decky</dc:creator><dc:description>&lt;jats:p&gt;Educational games, gamification, and game-based learning media are increasingly used in primary education to support active learning, engagement, and cognitive development. However, existing studies remain fragmented in terms of media type, learning context, research design, cognitive outcomes, and teacher roles. This study synthesizes empirical evidence on educational games and gamified learning media in elementary school and madrasah ibtidaiyah contexts, focusing on cognitive outcomes, pedagogical implementation, and research gaps. A Systematic Literature Review was conducted following the PRISMA framework. Articles were identified through Publish or Perish, Google Scholar metadata, SINTA, Garuda, and accredited journal websites. From 200 initial records, 13 studies met the eligibility criteria, and 14 additional studies were obtained through targeted searches, resulting in 27 final articles published between 2022 and 2025. Data were analyzed using descriptive quantitative analysis and thematic synthesis based on the PICO framework. Findings show that Wordwall, Quizizz, Kahoot, Genially, PowerPoint-based games, augmented reality, board games, and collaborative game-based learning were commonly used. Reported outcomes included learning achievement, conceptual understanding, literacy, numeracy, problem-solving ability, motivation, engagement, and teacher readiness. The review highlights that game-based learning is most promising when aligned with learning objectives, teacher facilitation, and explicit cognitive assessment.
Keywords: educational games; gamification; game-based learning; cognitive development; primary education; systematic literature review&lt;/jats:p&gt;</dc:description><dc:publisher>Institut Agama Islam Negeri Kendari</dc:publisher><dc:date>2026-05-26</dc:date><dc:type>info:eu-repo/semantics/article</dc:type><dc:format>application/pdf</dc:format><dc:identifier>https://doi.org/10.31332/dy.v7i1.14299</dc:identifier><dc:identifier>10.31332/dy.v7i1.14299</dc:identifier><dc:source>Diniyah: Jurnal Pendidikan Dasar; (2026); 51-70</dc:source><dc:source>2746-4113</dc:source><dc:relation>https://ejournal.iainkendari.ac.id/index.php/diniyah/article/download/14299/4048</dc:relation><dc:rights>http://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights></oai_dc:dc>