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.
Crnković et al. (Fri,) studied this question.