Based on the findings, the CRYSTAL ISLAND studies corroborate existing results that have illustrated the potential of gamebased
environments for learning in classroom settings [51,68]. Specifically, the discussion focuses on implications for theory
(i.e., narrative-centered learning, problem solving, and engagement) and classroom practice. First, it appeared that the additional
cognitive load presented by the narrative-centered learning aspect of the game supported the science content learning
rather than distracting from the learning. Additionally, the game supported the approach of situating key disciplinary content
(i.e., science) within the context of narrative [4]. Second, with respect to problem solving, the design was successful at
taking a long-standing model of problem solving [56] and integrating it into the game in the form of a tablet application that
fit into students’ contemporary use of technology. Results demonstrated that students learned problem-solving steps
through the game interactions. The research did not, however, illustrate how students can more readily understand problem-
solving steps in relation to non-game environments. Third, design features (e.g., virtual reminders, trophies based on
performance, and character dialogue) were included in the game with the intention of increasing engagement. Further studies
are needed to isolate specific game design features so as to understand which ones are specifically relevant to student
engagement. Another avenue for increased engagement is collaboration, which may, if designed appropriately, assist students
in co-regulating their learning [30].