Sudoku-Based Educational Games for Developing STEM Skills

This paper presents the design and implementation of Sudoku-based educational games aimed at developing learners’ mathematical and STEM-related skills, including computational thinking. The games incorporate traditional Sudoku puzzles enhanced with interactive elements and are tailored to various age groups and skill levels. The study applied a quantitative survey method involving participants from primary and secondary schools (sample sizes ranging from 17 to 43), who engaged in four distinct learning scenarios. Feedback collected via Likert-scale surveys assessed students’ motivation, engagement, and perceived educational value. Preliminary studies showed that described Sudoku-based activities are well-received among students and teachers and have the potential to enhance students' motivation and engagement. This innovative approach highlights the potential of game-based learning to promote mathematical literacy, scientific literacy, development of computational thinking and bridges the gap between entertainment and education.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2025-09-26
DOI
https://doi.org/10.34190/ecgbl.19.2.4096
Primary Topic
graph theory and CDMA systems
Type
article
Field-Weighted Citation Impact
0.00

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article

Sudoku-Based Educational Games for Developing STEM Skills

Martina Holenko Dlab, Bojan Crnković, Ivona Traunkar, Vedrana Mikulić Crnković
European Conference on Games Based Learning
graph theory and CDMA systems
article

Sudoku-Based Educational Games for Developing STEM Skills

Martina Holenko Dlab, Bojan Crnković, Ivona Traunkar, Vedrana Mikulić Crnković
article en

Abstract

This paper presents the design and implementation of Sudoku-based educational games aimed at developing learners’ mathematical and STEM-related skills, including computational thinking. The games incorporate traditional Sudoku puzzles enhanced with interactive elements and are tailored to various age groups and skill levels. The study applied a quantitative survey method involving participants from primary and secondary schools (sample sizes ranging from 17 to 43), who engaged in four distinct learning scenarios. Feedback collected via Likert-scale surveys assessed students’ motivation, engagement, and perceived educational value. Preliminary studies showed that described Sudoku-based activities are well-received among students and teachers and have the potential to enhance students' motivation and engagement. This innovative approach highlights the potential of game-based learning to promote mathematical literacy, scientific literacy, development of computational thinking and bridges the gap between entertainment and education.

European Conference on Games Based LearningVol. 19(2)
University of Rijeka (HR)
European Commission, Erasmus+
Openalex Percentile: Top 41%
graph theory and CDMA systems
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