This document summarizes two studies. The first was a comparative study that observed four classes totaling 98 students using an educational video game. It found the game shifted the environment from teacher-centered to student-centered, actively engaging students. The teacher evolved implementation strategies over time. The second was a non-comparative study surveying 522 university students about e-learning satisfaction. It found gender and job status influenced perceptions of predictors and satisfaction, while job status and learning styles moderated the relationship between predictors and satisfaction.