This document discusses digital game-based learning and its growing popularity as a new model for education. It identifies different types of digital game-based learning like edutainment, training simulators, and serious games. It also outlines who uses game-based learning, such as Fortune 500 companies and therapists. The document then explains how games can help students socially and cognitively by developing their critical thinking skills. It discusses key elements of games like challenge, feedback, and triggering curiosity. Finally, it notes why game-based learning is effective for topics like reading, math, and building knowledge, and identifies remaining questions about implementing games into classrooms.