A Qualitative Meta-Analysis of Computer Games as Learning Tools
Open accessAbstract
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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- Authors
- Ke, F.
- Affiliations
- University of New Mexico (US)
- Corresponding author
- Ke, Fengfeng
- ORCID
- 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
- hybrid
- doi.org
- 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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