This paper is an attempt to analyze critically the existing empirical studies of digital game-based learning courseware in Mathematics education. The major purpose of this meta-analysis is to identify effective game-based element to customize an engaging learning courseware. The meta-analysis was done focusing on Mathematical subjects to understand how digital game-based learning affects the learners' knowledge in mastering new Mathematical concepts. This article review is comprised of 17 empirical studies which were constructed on different framework of game-based elements. The findings revealed that there are twelve essential game-based elements namely fun, play, rules, goals, interaction, outcome, adaptive, winning conflict, problem solving, interaction and representation which are essential to create sense of engaging when adapting DGBL Courseware in Mathematics' education. The systemic review enables the researcher to design a game model for Mathematics learning.