Much has been written about the subject of gamification in learning. It covers a massive scope of developments.
At one end of the spectrum is included artificial intelligence, online training and other immersive experiences in which the learner is pitted against a problem which is solved by a combination of dexterity, intelligence and prior information.
At the other end of the spectrum are more child initiated role plays and simulations in which the student is invited to design the rules of engagement.
In all cases the teacher has been removed from the centrality of the learning experience to act as judge, observer, mentor and promoter of feedback. However, the experience of the game is a learning experience in itself for the student working and reflecting independently. There is no reason therefore whey they cannot return to the game and perfect their skills and competences, just as they might return to a video game, or a pilot might return to the flight simulator.
To this extent gamification is a disruptive technology because it reconfigures the traditional teacher / student dichotomy in the learning process.
Read more here in this feature by Mike Acedo: 10 Specific Ideas to Gamify Learning |TeachThought