From the abacus to the Apple Mac, technology has constantly changed the way we learn. BBC World Service programme Digital Planet, explored three of the many unique initiatives in education technology in this article.
This paper makes a case for learning games grounded in principles of good fun and good learning, explores the commercial games market, gleaning lessons from this rapidly growing and diversifying place, analyzes the downfall of edutainment in the 1990s and establishes how the current movement differs. Then, this paper lays out the ecology of games with a purpose beyond play and establishes principles and best practices for moving the field forward in a positive direction.