Game-based learning has gained considerable traction since 2003, when James Gee began to describe the impact of game play on cognitive development. Since then, research — and interest in — the potential of gaming on learning has exploded, as has the diversity of games themselves, with the emergence of serious games as a genre, the proliferation of gaming platforms, and the evolution of games on mobile devices. Developers and researchers are working in every area of game-based learning, including games that are goal-oriented; social game environments; non-digital games that are easy to construct and play; games developed expressly for education; and commercial games that lend themselves to refining team and group skills. Role-playing, collaborative problem solving, and other forms of simulated experiences are recognized for having broad applicability across a wide range of disciplines.
Just more to show the growing opportunities to learn as our awareness and understanding grows. This has also inspired me to wonder about retooling commercial games into classroom learning opportunities. For example, having students play a role-playing game/simulation (Clue, D&D, Deadlands etc…) or perhaps card games as a precursor to constructing stories/narratives and, or reflections.