Gaming, when used with clear objectives, is very beneficial to the learning process. Students are able to create, think, practice skills without realizing that they are! Have you tried Past/Present? This interactive game teaches historical literacy to secondary schoolers, grades 5-8. The early 20th century is the historical focus of this activity.
Another game to try is ElectroCity which is an online game primarily used by students
ages 7-9. Students will manage their own virtual towns/cities and will be faced with decision making regarding electrical needs.
Do you encourage the use of gaming in school? Do you have other suggestions?
The two games you mentioned, Jeanne, look like excellent resources to use with students. I think the more hands-on approach to learning via gaming helps stimulate students' interest and increases their thinking skills.
This is a controversial topic, but one that is getting more credibility as teachers realize that games offer reinforcement for learning concepts, a beneficial supplement to lessons, and an opportunity for remediation.