Game-based learning (GBL) has gained an enormous amount of attention from researchers and practitioners. GBL defines an environment where game content and game play enhance knowledge and skills acquisition, and where game activities include problem solving spaces and challenges that provide learners with a sense of achievement (Qian & Clark, 2016). A number of review studies have researched the effectiveness of game-based learning in various content areas (e.g., Boyle et al., 2014; Connolly et al., 2012; Qian & Clark, 2016). The findings of these reviews indicate GBL can facilitate knowledge acquisition, problem solving skills, critical thinking, creativity, collaboration, and communication.

The intervening variables affecting the success of GBL include academic topic, learner preferences and participant age (Qian & Clark, 2016). Furthermore, the design complexity of the game influences learning and engagement (Young et al., 2012). Educational games with simple designs are narrowly focused on academic content, target low-level literacy, provide drill and practice methods similar to worksheets, and stress memorization of facts, and thus fail to enhance students’ motivation and engagement. However, research has revealed that entertainment games are able to promote meaningful learning through providing players with adaptive challenge, inquisitiveness, self-expression, innovation, immediate feedback, clear goals, player control, immersion, collaboration, competition, variable rewards, and low-stakes failure (e.g., Boyle et al., 2014, 2016; Squire, 2011).

Effective game design elements are well aligned with learning theories such as social constructivism (e.g., the sociocultural theory of learning) and can provide situated learning, promote social interactions, increase motivation and engagement, and afford opportunities to develop skills such as collaboration, creativity, communication, and critical thinking (Qian & Clark, 2016; Young et al., 2012). Game designs which feature a blending of established learning theories with game design elements aligned with entertainment games design features, are most likely to lead to effective learning (Qian & Clark, 2016). With regard to game genres, design-based games tend to work better than simply having students play educational or entertainment games.

Games are categorized into different genres including educational (e.g. serious games, simulations, edutainment), entertainment and mobile games. A wide range of learning outcomes (e.g., creativity, critical thinking, collaboration and communication) and age range (pre-elementary-adult) are examined in research on GBL.

Research and review studies on GBL provide sufficient reason to be optimistic about the potential of using a game-based learning approach to promote the skills needed in twenty-first century learning (e.g., creativity, communication, collaboration, critical thinking).