Trainers and educators watch the videogame player enviously. Patiently and passionately, the player develops skills to beat the game. He devotes intense hours to exploration, learning and repetitive practice. This same player often neglects schoolwork, or lags in job training. How can the videogame be harnessed, so that the learning that wins the game matches the learning that wins in school and workplace? While many educators agree that games hold promise, few games try to deliver on it. Fewer still are rigorously tested. And clearly, no "killer app" has yet emerged. It may never emerge - without a fertile field of competing products, driven by an active market. Game World uses centralized funding to stimulate decentralized creativity. It puts code-free collaborative tools into the hands of educators, trainers and learners. With proper incentives, many games will flourish, all addressing a single domain, each using a different approach. This topic suggests an elegant model of assessment: If multiple games test the same skill domain, any one game can be judged by the degree to which it elevates first-time performance on all other games. GamesThatWork proposes to implement a full-featured online environment devoted to the emergence of successful game-based learning.
Keywords: Serious Games, Pedagogy, Games, Cbt, Scorm. Game Development, Game Testing