“The reason most kids don’t like school is not that the work is too hard, but that it is utterly boring.” - Dr. Seymour Papert, Prof. at the MIT This project addresses the learning aspect of gaming industry; i.e. why is learning by experience often more efficient than learning by studying? Computer games and games in general, used for educational purposes, offer variety of knowledge and create opportunities that apply this knowledge within a virtual world, thus supporting and facilitating the experiential learning process.This innovative education paradigm draws connection between the collaborative social context of education with game-based learning Despite decades of research, experts claim that we still experience a lack of appropriate and interesting content that would engage learners and improve their learning process. Keeping this in mind, the education experts have to invent radically new ways of learning that mesh with the new world, style, and capabilities and Human- Computer Interactions (HCI) of new generations of so called computer “natives”. As early as the 80s and 90s, many scientists, innovators and visionaries professed that computers and later hypermedia would become an important medium of interaction. They stated digital and multi-media to become an important cognitive tool in learning, also outlining a number of other potential advantages that computer aided learning would offer. Among the researchers of hypermedia applications for education, the following basic questions were proposed: How to design effective learning opportunities? Since then, cognitive learning has come a long way and taking advantage of the various opportunities hypermedia offers today, computer games are widely preferred for educational purposes.