Insights are still being gained from these experiments, but two themes have already emerged. Firstly, situated physical learning is a powerful means of enhancing student involvement and engaging students in the learning process in rewarding and enjoyable ways. Secondly, the role of teachers and the role of peers may change. The Savannah researchers comment on the learning approach that surrounds gaming experiences as being ' just-in-time learning , trial and error, and participation in activities with more knowledgeable others'. เท the Savannah project they made what they now regard as the mistake of requiring the children in the den to act ' as pupils ' and listen to information. They report, 'What has become clear is that the use of game formats is unlikely to sit easily alongside traditional classroom power relations. Gamers are expert when they control their own learning alongside more knowledgeable peers'. As they say, it may take a certain courage to follow through the implications of this observation.
These projects also raise interesting possibilities for enriching the resources brought to bear in the learning experience by embedding them in a network of communication with peers and other people who can be engaged with their experience. The Mudlarking project specifically encouraged ways for the children to communicate with each other around the construction of the tour, and found that this collaborative building was a very powerful process for them. เท the project the teacher could provide expertise on location, but all other expertise had to be 'pre-loaded' in content that had been acquired beforehand.