The video game industry has been a major influence on students’ lives in recent years. Now researchers consider how games might be used in pursuit of engaging, effective learning experiences. Kurt Squire and Henry Jenkins describe five detailed scenarios designed to illustrate the pedagogical potential of computer and video games. In the Leadership section, Borjana Mikic, Kara Callahan, and Domenico Grasso discuss two initiatives under way in the Picker Engineering Program at Smith College. These projects focus on the design of games and toys to enhance science and engineering education for K-16students.

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