Eric Zimmerman spoke eloquently on games as the second day keynote at DevLearn. In it, he talked about how systems thinking was important, how games are systems of rules and consequently develop systems thinking. He talked about how our play brings meaning to the rules, and that creating spaces of possible outcomes allow us to explore.
He ended up advocating that we design for possibilities of unexpected outcomes to create meaning for our learners. Cammy Bean has blogged the presentation too.

At core was an alignment between what makes effective learning practice, and what makes engaging experiences. Looking across educational theories, repeated elements emerge. Similarly with experience design. It turns that they perfectly align. If you recognize that, and can execute against it, your learning will be greater than the sum of the parts, and will both seriously engage and truly educate. Learning can, and should, be hard fun!
I’ve argued before that mobile is not really about learning, but about performance support. That said, there are roles for mobile in courses, either as a learning augment or even microcourses (but not putting a whole elearning course on a mobile device). In talking about mobile, I distinguish between convenience and context.
The point is, we have to quit looking at it as design, development, etc; and view it not just as a process, but as a system. A system with lots of inputs, processes, and places to go wrong. I tried to capture a stereotypical system in this picture, with lots of caveats: clients or vendors may be internal or external, there may be more than one talent, etc, it really is a simplified stereotype, with all the negative connotations that entails.