“…A special issue of Science in 2009 echoed and expanded this call (Hines, Jasny, & Mervis, 2009). Studies demonstrate potential of digital games to support learning in terms of conceptual understanding (e.g., Barab et al, 2009;Klopfer, Scheintaub, Huang, Wendel, & Roque, 2009), process skills and practices (e.g., Kafai, Quintero, & Feldon, 2010;Steinkuehler & Duncan, 2008), epistemological understanding (e.g., Squire & Jan, 2007;Squire & Klopfer, 2007), and players' attitudes, identity, and engagement (e.g., Barab et al, 2007;Dieterle, 2009;Ketelhut, 2007). Reports by the National Research Council (2009) and others (e.g., Honey & Hilton, 2010;Martinez-Garza, Clark, & Nelson, 2013;Young et al, 2012) acknowledge this potential, but also acknowledge the importance of better understanding how best to leverage and integrate games for learning into the classroom.…”