The DOI matches its Crossref record; 120 of the 123 references it cites were found in a registry or an index.
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.
Overview
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
Citations
Cites
Situated Cognition and the Culture of Learning
Brown, J. S., Collins, A., & Duguid, P. (1989) · Educational Researcher · doi:10.3102/0013189x018001032 · Cited by 13,645
Flow: the psychology of optimal experience
(1990) · Choice Reviews Online · doi:10.5860/choice.28-0597 · Cited by 12,654
Cognitive Load During Problem Solving: Effects on Learning
Sweller, J. (1988) · Cognitive Science · doi:10.1016/0364-0213(88)90023-7 · Cited by 11,048
Motivational and self-regulated learning components of classroom academic performance.
Pintrich, P. R., & De Groot, E. V. (1990) · Journal of Educational Psychology · doi:10.1037/0022-0663.82.1.33 · Cited by 8,332
What Video Games Have to Teach Us about Learning and Literacy
(2004) · Education + Training · doi:10.1108/et.2004.00446dae.002 · Cited by 6,674
Games, Motivation, and Learning: A Research and Practice Model
Garris, R. D., Ahlers, R. H., & Driskell, J. E. (2002) · Simulation & Gaming · doi:10.1177/1046878102238607 · Cited by 3,480
Tatnall, A. (2020) · Encyclopedia of Education and Information Technologies · doi:10.1007/978-3-030-10576-1_300187 · Cited by 2,893
Dual coding theory and education
Clark, J. M., & Paivio, A. (1991) · Educational Psychology Review · doi:10.1007/bf01320076 · Cited by 2,445
Meta-Ethnography: Synthesizing Qualitative Studies
Noblit, G. W., & Hare, R. D. (1988) · Medical Entomology and Zoology · Cited by 2,191
DeRose, D. J., & LAUREL, B. K. (1993) · TDR/The Drama Review · doi:10.2307/1146303 · Cited by 1,252
Cited by
Sorted by citations
A systematic literature review of empirical evidence on computer games and serious games
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.03.004 · Cited by 2,890
Gamifying learning experiences: Practical implications and outcomes
Domínguez‐Díaz, A., Saenz-de-Navarrete, J., de‐Marcos, L., Sanz, L. F., Pagés, C., & Martínez-Herráiz, J.-J. (2013) · Computers & Education · doi:10.1016/j.compedu.2012.12.020 · Cited by 2,189
A meta-analysis of the cognitive and motivational effects of serious games.
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013) · Journal of Educational Psychology · doi:10.1037/a0031311 · Cited by 1,864
Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis
Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016) · Review of Educational Research · doi:10.3102/0034654315582065 · Cited by 1,274
Game-based Learning and 21st century skills: A review of recent research
Qian, M., & Clark, K. R. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.05.023 · Cited by 1,226
Metadata
- 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
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review