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Head Games: Key Concepts & Distinctions in Learning Through Play
In the ever-expanding landscape of educational innovation, terms like game-based learning, gamification, and serious games are often used interchangeably—yet each carries distinct pedagogical implications. This article disentangles eight key concepts in game-enhanced learning, offering clear definitions, critiques, and use cases across K–12, higher education, corporate training, and healthcare. From immersive XR experiences to persuasive and educational games, it calls for intentional, well-aligned design that respects both learner context and instructional goals. Play, it argues, is not a gimmick—it’s a powerful, rigorous vehicle for meaningful learning when thoughtfully applied.