I think the most important idea missed by this article is this. Play is learning. The question of learning games shouldn't be how can we make learning fun. Learning is already fun. It is built into our cognitive systems genetically. The entire school system has unintentionally broken almost everything about our children's natural ability to learn through play. More on this can be found by reading about it from a teacher's perspective at johntaylorgatto.com
Applying this idea to games is simple enough. Our son, Elijah, never sees the inside of the zombie factory, and a large portion of his ?learning? comes from PC and console games. A lot of parents wouldn't dream of throwing Homeworld 2 at a four-year-old; however, my theory was that the fun of the game would spur the learning of Homeworld's complex systems like upgrade paths, 3d navigation, tactics, and teamwork. My idea paid off, and Homeworld 2 quickly became one of Elijah's favorite games. Racing to battlecruiser technology and tactical hyperspace jumps are his favorite aspects of the game.
My point is that educational games (with a few exceptions) are often the worst possible games to give to your kids. Full of boring drivel, the only thing they teach is a general mistrust of games. Your kids want to play what you're playing, so let them. When my dad showed me how to copy the floppies to get my own StarFlight 2 galaxy going, it was a turning point in my young life and lead me down the road to becoming a lifetime gamer and PC tinkering expert.
Some other examples of games that are great for kids (Elijah's picks) are Pikmin 2, Armadillo run, the Far Cry Instincts Predator Level Editor, Gary?s Mod (try using thrusters and wheels to build remote control cars), Novedex Rocket, Bridgeit, Incredible Machine, Halo, Stronghold 2 and Moonbase Commander.