Educational games are games that have been specifically designed to teach people about a certain subject, expand concepts, reinforce development, understand an historical event or culture, or assist them in learning a skill as they play. A game is a structured activity, usually undertaken for Enjoyment and sometimes also used as an Educational tool They include board and card games, and video games. A board game is a Game in which counters or pieces that are placed on removed from or moved across a "board" (a premarked surface usually specific to that game A card game is any Game using Playing cards either traditional or game-specific A video game is a Game that involves interaction with a User interface to generate visual feedback on a video device.
A board game is a game played with counters or pieces that are placed on, removed from, or moved across a "board" (a premarked surface, usually specific to that game). A board game is a Game in which counters or pieces that are placed on removed from or moved across a "board" (a premarked surface usually specific to that game Examples of educationally-designed board games include BEDMAS and Brain Chain. In Algebra and Computer programming, when a number or expression is both preceded and followed by a Binary operation, a rule is required for which operation Brain Chain is a strategy-driven Trivia Board game played by 2 or 3 Players or Teams.
An educational card game is any game using playing cards, either traditional or game-specific. A card game is any Game using Playing cards either traditional or game-specific Generally these games expand concepts, such as the food chain, set matching, etc. Flash card games are used to teach math, animal, and dinosaur species. Some card games improve memory.
Some people call these types of games edutainment because they combine education and entertainment. Edutainment (also educational entertainment or entertainment-education) is a form of Entertainment designed to educate as well as to amuse Education encompasses both the Teaching and Learning of Knowledge, proper conduct, and technical competency See also Entertainment (disambiguation and The Entertainer (disambiguation Entertainment is an activity designed to give people Closely related to the use of educational games is the use of what is known as Serious games. A serious game is a term used to refer to a Software or Hardware application developed with game technology and Game design principles for An educational computer game can be defined as an electronic medium with all the characteristics of a gaming environment that have intended educational outcomes targeted at specific groups of learners.
Video games can aid the development of proficiency by allowing users to interact with objects and manipulate variables. They are said to be particularly effective when designed to address a specific problem or teach a certain skill in curriculum subjects, where specific objectives can be stated and when deployed selectively within a context relevant to the learning activity and goal.
Simple types of games can be designed to address specific learning outcomes such as recall of factual content. For instance, the Nobel Prize Foundation website uses on-line games to aid children in understanding the discoveries made by its laureates by embedding the scientific knowledge as part of the game environment.
To aid in educating students and adults about the finer details of different political systems, numerous companies have developed simulations that immerse the player into different political systems by forcing them to make realistic political decisions. These games vary from running an actual election campaign to games that allow the player to make the day-to-day decisions of running a country, as seen in Democracy. Democracy is a Computer game that was first developed by Positech Games in 2005 with a sequel released in December 2007 These types of games are targeted at students, educators and adults alike.
Video games have historically received more criticism than other forms of recreational learning because they are often perceived as or associated with issues such as mindless entertainment, enhanced social recluse, sexism and consumerism. However, a shift from pure entertainment to educational tool has emerged in recent times. Children growing up today can benefit from educational video games because they are already exposed to a society that is increasingly dependent on digital technology. 
The medium of educational games provides an opportunity for teachers to introduce educational and playful elements into the learning environment. With computer-aided learning programs, teachers may assist students on social aspects such as critical learning, knowledge based communication and effective interpersonal skills that traditional methods of teaching cannot offer. 
As computer games are being adapted to the education system, the issue of classification and content regulation is being brought to attention. The issue of regulating game content is vital as educational game are created to be effective learning tools. Thus the game developer must have a comprehensive understanding of its young audience and their particular social and educational needs. At the same time, the game developer must balance between entertainment and accordance with the education syllabus.
Below are some examples of games targeting young users from the ages of about three years to mid-teens; beyond the mid-teens, subjects become so complex (e. g. calculus) that teaching via a game can be impractical. Calculus ( Latin, calculus, a small stone used for counting is a branch of Mathematics that includes the study of limits, Derivatives Numerous subgenres exist, each for a different field, such as math games or typing games.