I'm creating an RPG / Adventure game with an educational foundation aimed at 7th-12th grade. I'm having trouble balancing quests and storyline with the foundational nature of learning.
Meaning, since this is a true video game, and is meant to immerse students in a game world, it's challenging to implement the necessary repetitive nature of education/learning while ensuring the game itself is not repetitive. So, if you have a certain concept/chapter you want to engrain into the mind of a student, how can you design seemingly non repetitive/non linear quests to encourage review of those concepts.
This question is inspired by my own interest to design an EdTech game, but also from Ted Talks like Gabe Zichermann's How Games Make Kids Smarter and Jane McGonigal's Gaming Can Make a Better World.
Gabe brings up several sources, like Gamification By Design, but I'd like to know more sources that you can recommend that explain the components of an engaging EdTech game.