Cited by 362Educational Games and GamificationDigital Games and MediaMultimedia Learning Systems

A Qualitative Meta-Analysis of Computer Games as Learning Tools

Open access
Ke, Fengfeng·2009·Handbook of Research on Effective Electronic Gaming in Education

Abstract

Drawing on grounded theory approach and a qualitative meta-analysis, this chapter intends to systematically review and synthesize the theories, methods, and findings of both qualitative and quantitative inquiries on computer-based instructional games. A major purpose of this literature review and meta-analysis is to inform policy and practice based on existing studies. Four major recurring themes concerning the effectiveness of computer-based instructional games have emerged from a comparative analysis with 89 instructional gaming studies and are discussed with the support of exemplar research. The chapter will assist practitioners and policymakers in understanding the “best practices” and key factors of a computer game-based learning program.

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Crossref · 10.4018/978-1-59904-808-6.ch001

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120 of 120 references verified0 citation errors · 0 not checkable

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Authors
Ke, F.
Affiliations
University of New Mexico (US)
Corresponding author
Ke, Fengfeng
Venue
Handbook of Research on Effective Electronic Gaming in Education
Publisher
IGI Global
Published
2009
Pages
1-32
OpenAlex
W2498341367
Cited by
362
References
123
Citations by year
2026: 8 · 2025: 4 · 2024: 10 · 2023: 20 · 2022: 18 · 2021: 17 · 2020: 27 · 2019: 26 · 2018: 26 · 2017: 31 · 2016: 35 · 2015: 48 · 2014: 33 · 2013: 28 · 2012: 18
FWCI
34.94
Type
book chapter
Language
en
Open access
Licence
cc-by
Locations
IGI Global eBooks (publishedVersion, cc-by)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Physical Sciences › Computer Science › Information Systems › Multimedia Learning Systems
Keywords
video games, instructional games, game-based learning, educational technology, game effectiveness, best practices, education policy

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