This is a starting point to conceptualize game-based learning as a valid and research-based theory and pedagogical model. This page will evolve and expand as I further develop this framework.
The research literature in game-based learning (hundreds of academic articles if you search) is currently focused on using commercial games in learning contexts. Now termed Digital Game-based Learning, these games have tremendous educational value in schools, but there are no comprehensive games for instructional technology. There are also a few books such as the Multiplayer Classroom by Lee Sheldon that shed light on GBL in practice, but that still didn't get at the foundational understanding and pedagogical framework I needed for curriculum design.
I developed the Step Model when re-designing my large undergraduate course. This model exemplifies my definition of GBL: