In terms of Prensky’s transitional imperatives referred above, games and simulations, do offer all the significant features required in the 21st-century learning paradigms. As Ardell and Andresen point out, games and simulation sparkle interest through interesting storytelling narratives, thereby enhancing engagement. but to be effective, learning content in games have to be relevant and woven around strong context. Exploring the effectiveness of learning content, Schank (1997) opines, that people remember situations that turn out to be different from what they expected. Failing in interesting ways, Schank suggests, should be a goal of any learning intent. And, where else, then through games and simulations, can a facilitator embed failure-modes in learning?nbsp.The research problem embodies the research study, both in its scope and depth, and unambiguously defined (Fouche, 2005).nbsp. In this study, the research problem is centered on studying the impact of games and simulation in e-learning, in terms of effectiveness in learning content, and engagement in learning delivery. Klaus Mogensen (2009) states that the future of learning would revolve around: improved technology, virtual reality, augmented reality, and future competencies. The technologies would include intelligence (smart), interactivity, individualization, and inclusion. Virtual classrooms, second life, situational encyclopedias, Wikipedia, open source and YouTube would become the order of the day. The scope of this dissertation would include the impact of such emerging technologies on e-learning and their adaptation to games and simulation.