This document proposes a model for evaluating and assessing the learning that occurs in educational videogames. It categorizes all learning in a game as either: 1) Things I Can Learn - deliberately designed by creators, 2) Things I Must Learn - required to achieve goals/win, 3) Collateral Learning - emergent behaviors not impacting success, or 4) External Learning - from social interactions or communities. The model is meant to be a subjective tool for analyzing a game's learning potential before use and to structure analysis without involving players.