Clark Aldrich's "The Complete Guide to Simulations and Serious Games" is a good complement to Prensky's books on the subject.
We require both in our "eLearning Games" course at UB. The instructor of that course directed my to these two resources.
This is probably the definitive online source on learning objects. I recommend you download each chapter, as it hasn't been updated in a while (a sign that it may go away). An extremely dry read, but if you take it in small doses you'll be well grounded in the concept. Key ideas are embedded in SCORM..
This is one of the premier resource sites containing links to rich media for educational applications. I have yet to see the notion of games or simulations mentioned in the literature as a rich media source, or "learning object" for curriculum integration.
Etherpad is a hosted web service that allows really real-time document collaboration for groups of users. Etherpad is open source; you can host your own Etherpad by downloading the source code or try Etherpad for free on one of the Public Sites.
Roger Travis, Professor of Classics uses games to teach Homeric epics. The 1:1 mapping he used for learning objectives and play objectives led him to coin the term "practomime" from "praxis and mimesis," that is, a doing and representing.
"In his book, What Video Games Have to Teach Us about Learning and Literacy, James Paul Gee derives a set of learning principles from his study of the complex, self-directed learning each game player undertakes as s/he encounters and masters a new game. He suggests that adherence to these principles could transform learning in schools, colleges and universities, both for teachers and faculty and, most importantly, for students."