"Most people would agree that a good game could help students learn. But what, exactly, makes a game good?
With their vast popularity and singular ability to engage young people, digital games have been hailed as a new paradigm foreducation in the 21st century. But researchers know surprisingly little about how successful games work. What are the key design elements that make certain games compelling, playable, and fun? How do game genres differ in their educationaleffectiveness for specific topics and for specific learners? How do kids learn when they play games? Does the setting (classroom vs. casual) matter? How can games be used to prepare future learning, introduce new material, or strengthen and expand existing knowledge? How are games designed to best facilitate the transfer of learning to the realities of students’ everyday lives? And how can we use all of this knowledge to guide future game design?"