Many students, whether in science, technology or in the general population of general education students are familiar with computerized games. Some play them for many hours every day. In fact, computer-based gaming is now a $108.9 billion dollar industry (estimates for 2017) up ~8.9% over last year. We in the teaching population may assume that this is strong evidence that games are attractive to the student age population. 2.2 billion games were sold in 2017.
So we have designed and programmed as seamlessly as we could learning games into every IT series of modules.
It is also clear to us that providing games within the context of the many case study phenomena for each science ensures TIME ON TASK. Time on task is usually proportional to learning achieved. Win-win in all cases.