There is considerable interest today in the use of computer games for student learning. Researchers, as well as educators, recognize that games can engage students in sustained and focused mental activity for extended periods of time. Indeed, game playing often occurs at the expense of more traditional forms of learning and schoolwork. Should we bemoan this fact, or should we seize the opportunity to harness gaming technology for teaching and learning? Does learning by game playing necessarily contradict what education is all about? For those persuaded about the value of learning by game playing, how can the design and use of computer games be introduced into classroom learning that is carried out in the broader context of school-based practices?
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