Abstract
This systematic review aims to synthesize recent research and propose essential recommendations on using games in science, technology, engineering, and mathematics (STEM) education at the elementary school level ages 6-12. A comprehensive literature review was conducted using the Scopus database and the PRISMA framework. Based on 177 studies from 2015 to June 2025 in the initial Scopus search records, using the PRISMA framework, 27 articles were identified that focused on using games in STEM education at the elementary school level. Data extraction included research methods, theories, types of games, potential effects, and reported factors. The findings reveal a methodological diversity dominated by mixed-methods, reflecting a theoretical shift toward neo-Piagetian, social constructivism, and experiential learning that emphasizes active knowledge construction. This theoretical foundation is operationalized through digital platforms utilizing narrative and exploration-based mechanics, which prioritize pedagogical alignment and learner engagement over simple rewards. Consequently, while increased motivation remains the most frequent impact, these pedagogically aligned designs uniquely facilitate the emerging and significant outcome of shaping students’ STEM identities from an early age.
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This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Article Type: Review Article
EURASIA J Math Sci Tech Ed, Volume 22, Issue 6, June 2026, Article No: em2845
https://doi.org/10.29333/ejmste/18707
Publication date: 04 Jun 2026
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