We juxtaposed these two divergent comments because games and simulations offer tremendous promise to help us cope with the current challenges in education and training. The current technology-savvy generation of students are cognitively more sophisticated and want learning to be fun, engaging, hands-on, challenging. Interactive. empowering, and thought provoking. However, some educators continue to think of knowledge and learning in terms of textbooks — sequential, fact-based, and immutable. Students‘ varied interests and habits of inquiry conflict with traditional textbook-centered classroom instruction, and often result in discipline issues in the classroom.