My thoughts on reading on this article was that if we designed interesting educational games that required physical movement (using Kinect, Move, VR etc), we can tackle engagement and exercise in one stroke.
Agreed about the definition. However, "Almost all the teachers surveyed who said they used games reported that they used ones specifically designed for education, and the games most often corresponded with literacy and reading (50%) and math (35%).", which is encouraging.
Kurt Squire is correct in that the data may include a good number of 'trivial games', but that is probably to be expected since the biggest barriers seems to be cost (50% respondents) and technology (46%).
"Identifying promising models for mixing online learning and face-to-face
instruction
Challenges in e-learning
Building partnerships to increase virtual learning collaboration among
districts
Teaching a "flip model" of instruction with online lectures as homework"
"Quest supports a dynamic curriculum that uses the underlying design principles of games to create academically challenging, immersive, game-like learning experiences for students. Games and other forms of digital media also model the complexity and promise of "systems." Understanding and accounting for this complexity is a fundamental literacy of the 21st century."