KAM VI Breadth
Video game-based learning can be as rigorous, and more effective, than traditional learning because many of the components that make a good video game are the same components that underlay any successful learning experience. This KAM examines several components of theory and practice related to learning in a video game-based environment.  Good video games provide an interactive learning environment where content is presented in effective context, where learners engage actively in a process of learning discovery and progress on to more complex activities and learning situations as their abilities and learning experience increases.  Attracting players through fun and challenge, good video games provide a high level of engagement, which motivates the player to work hard, practice, and seek out learning experiences.

KAM VI Depth
As a further deepening of understanding Game-Based Learning, this work provides an analysis of the design, and results of research related to video game-based learning theories.  Within this paper, business games and game genres are examined for similarities and differences.  The use of games as a way to effectively to teach business concepts is several decades old.  In particular, as technology improves, business simulation games, are increasingly being used as an instructional methodology in the business programs at schools and colleges.

KAM VI Application
A research study was undertaken at DeVry University in Washington D.C. to examine the effectiveness of adding a simulation game as a supplement to an Introduction to Business and Technology course.  Approximately one-fifth of students participated in the game playing, drawn randomly across courses and instructors.  This group of students produced scores significantly higher than the scores produced by the control group, indicating they developed a more thorough knowledge and understanding of the introductory business facts, practices, and concepts covered in the class and textbook.  The use of the simulation game Industry Giant II can therefore be considered an appropriate and effective learning tool as a supplement for beginning business instruction, supporting the initial hypothesis that such games would be effective for introductory supplementation.