games could be beneficial for a number of reasons. Firstly, it is claimed that in gamesknowledge or skills learned and practiced are more likely to transfer than when practiced on a single kind of problem. Once mastered, theknowledge and skills are practiced further to provide overlearning. This leads to the knowledge and skills becoming automatized and con-solidated in memory, so that the learner can begin to focus consciously on comprehending or applying new information
Research has shown that students are significantly more engaged and concentrate much harder when challenged in classrooms. Literature in the game-based context reflects similar understanding of the phenomenon that the challenge in games may drive a player's sense of engagement. As Fotini Paraskeva in "Multiplayer online games as educational tools: Facing new challenges in learning" writes, "Games seem to put the learner in the role of decision-maker, pushing players through ever harder challenges, and learning is accomplished through trial and error" (Paraskeva 499). Prior research by James Paul Gee in "What video games have to teach us about learning and literacy", and John Kirriemuir in "The relevance of video games and gaming consoles to the higher and further education learning experience" — which Paraskeva cites to corroborate her findings — also shows that challenge in game-based learning increased learning outcomes as well as satisfaction.