Knowing that pupils learn when they are engaged does not require a PhD. Any game that doesn't keep pupils interested is thrown away or put on the yard sale list. Hence the theory that youngsters will be engaged and learn if "education" is more like a game.

Of course, there is conflicting experimental evidence.

From Monopoly to Oregon Trail to Minecraft more recently, several games have found a place in the classroom. The best ways to create games that are genuinely interesting and provide valuable lessons are still being refined by educators and game designers. However, many parents and educators are concerned that pupils are only being distracted by playing games.


Games Panel at the Churchill Club
The most important lesson is that games assist learning most effectively when kids are encouraged to construct meaning from nothing.

Our collection of articles draws on a variety of viewpoints from academics and industry professionals, including Michael Levine, executive director of the Joan Ganz Cooney Center, who discusses current market trends, and James Paul Gee, a professor at Arizona State University, who discusses potential pitfalls associated with game design for assessments like the Common Core.

The games themselves are another factor. Here, we've collected some of our favorites and divided them into four groups:

Classic Edugames (designed to support learning)

Youngsters in the Block (designed to support learning)

paper.io 2   in Education (commercial products with a learning twist)

Educational video games (what students need to learn)

Before games becoming a standard in education, there are still numerous obstacles to overcome. Strict assessment-based accountability regulations, a jumble of delivery options, and uneven school infrastructure are at the top of the list of challenges.

Welcome to the jungle of lush concepts, raging arguments, and abundant resources for the time being. Let's go!