Mathematics learning in elementary schools often faces challenges because students perceive numeracy as difficult, monotonous, and less engaging. Educational game-based learning media are considered an alternative strategy to create a more interactive and enjoyable learning process. This article aims to analyze the effectiveness of educational game-based learning media on students’ learning outcomes in numeracy materials at the elementary school level. The method used is a Literature Review by examining 25 relevant national scientific articles published within the last five years. The articles were analyzed descriptively and qualitatively by identifying the type of media, research findings, challenges, and proposed solutions. The findings show that educational games, such as Wordwall, Android-based games, Unity 2D, Construct 2, smart cards, augmented reality, website games, and digital game-based learning, have a positive impact on students’ numeracy skills, learning motivation, participation, and learning outcomes. However, several challenges remain, including limited technological facilities, internet access, teacher readiness, and media design quality. The implication of this study is that educational games can be used as an innovative learning medium to support effective, interactive, and enjoyable numeracy learning in elementary schools. ABSTRAK Pembelajaran matematika di sekolah dasar masih menghadapi berbagai tantangan karena siswa sering menganggap materi berhitung sebagai pelajaran yang sulit, monoton, dan kurang menarik. Media pembelajaran berbasis game edukasi menjadi salah satu alternatif untuk menciptakan proses pembelajaran yang lebih interaktif dan menyenangkan. Artikel ini bertujuan untuk menganalisis efektivitas media pembelajaran berbasis game edukasi terhadap hasil belajar siswa pada materi berhitung di sekolah dasar. Metode yang digunakan adalah Systematic Literature Review (SLR) dengan mengkaji 25 artikel ilmiah nasional yang relevan dan diterbitkan dalam rentang lima tahun terakhir. Artikel dianalisis secara deskriptif kualitatif dengan mengidentifikasi jenis media, temuan utama, tantangan, serta solusi yang ditawarkan. Hasil kajian menunjukkan bahwa game edukasi, seperti Wordwall, game berbasis Android, Unity 2D, Construct 2, kartu pintar, augmented reality, website game, dan digital game based learning, memberikan dampak positif terhadap kemampuan berhitung, motivasi belajar, partisipasi, dan hasil belajar siswa. Namun, penerapannya masih menghadapi kendala berupa keterbatasan sarana teknologi, akses internet, kesiapan guru, dan kualitas desain media. Implikasi dari kajian ini menunjukkan bahwa game edukasi dapat digunakan sebagai media pembelajaran inovatif untuk mendukung pembelajaran berhitung yang efektif, interaktif, dan menyenangkan di sekolah dasar.
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