Instructional gaming is a method in which the knowledge, skills, and abilities that are the focus of the instruction are acquired through a game devised for that purpose (Reigeluth & Keller).
However, simply utilizing a game within a learning environment does not automatically allow a teaching strategy to be classified as an instructional game. The learning game must deliver learning through the parts most fun to play while not interrupting or diminishing its impact, incorporating within the gaming structure the learning material as well as learner’s interactions with it to provide a representation of the learning content through the game’s delivery.
Researchers engaged in a literary review of gaming in education have suggested that augmented reality and game-based learning will gain widespread use in two to three year. Advocates of game-based learning in higher education cite the ability of digital games to teach and reinforce skills important for future jobs such as collaboration, problem-solving, and communication. While in the past educators have been reluctant to use video games or computer games in the classroom, there is an increasing interest across broad and varied parts of the
educational establishment to look at the use of digital games as serious learning and assessment tools.
http://researchnetwork.pearson.com/wp-content/uploads/Lit_Review_of_Gaming_in_Education.pdf