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Educational theorists, practitioners, and researchers have championed game-based learning as an ideal learning environment. Their hypothesis centers on the native affordances of digital games, which are they are immersive, engaging, provide continual feedback, support critical thinking, and are goal-oriented Initially, digital game-based learning proponents focused much of their efforts on convincing the larger educational community of the effectiveness of games. This has proven to be productive, but continued focus on evangelizing games for learning is no longer warranted. What is needed is identification of the conditions that maximize the learning benefits of games. The purpose of this study is to address this by investigating the implementation of DGBL as an instructional strategy through the use of the PCaRD model.