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This article presents a framework for evaluating educational digital games according to their technological, pedagogical, and content (TPACK) offerings, combined with their opportunities for inquiry, communication, construction, and expression (ICCE). Using quantitative content analysis (QCA), two researchers applied this framework to five nationally recognized educational games, with the results showing the extent to which these games use TPACK and ICCE to accommodate diverse learners and impact learning. The study concluded that while these educational games were generally technologically sound, there were constraints in the intrinsic opportunities for inquiry, communication, construction, and expression that reduced the opportunities for these games to engage learners in transformative learning experiences.