Everyone can agree that games are a whole lot of fun; even if you yourself are not fond of playing games, you can certainly recognize the appeal it has on a large percentage of the population, particularly if we consider younger people. Even if we look at only electronic games, and forgetting all the fun that can be had playing Monopoly, for instance, the number of enthusiasts is still staggering. According to the Entertainment Software Association of Canada (ESAC), 54% (click for full report) of the population in Canada considers themselves "gamers" -- this is a huge number of people, and it does not consider some people who may be fond of games but play them only casually.
Now, fast-forward a few years, and we are faced with a revolution when it comes to using video games to enhance the learning process. Educators realized that they could use everything that is best about gaming to encourage children to learn. By shifting and adapting only a few things, we can turn the motivation and energy that kept me going when I was a child towards helping children develop a series of skills, including critical thinking. These deep learning experiences are only enhances when the environment provided by the game is immersive and open-ended.