“…Our qualitative data analysis supports previous quantitative findings on the positive relationship between use of the ludic simulation and student learning. The finding that students had fun while learning supports the literature emphasizing the value of play and playfulness (Barab, Thomas, Dodge, Carteaux, & Tuzun, 2005;Garris, Ahlers, & Driskell, 2002;Rieber, 1996;Squire, 2003;Toprac, 2011), and illustrates the possibility of creating playful and fun interactions for purposeful and intentional contexts such as school learning. That is, our findings support the idea that games can be contexts in which significant learning can occur, as suggested by Gee (2003).…”