In his book, What Video Games Have to Teach Us about Learning and Literacy, James Paul Gee derives a set of learning principles from his study of the complex, self-directed learning each game player undertakes as s/he encounters and masters a new game. He suggests that adherence to these principles could transform learning in schools, colleges and universities, both for teachers and faculty and, most importantly, for students.
1) Active, Critical Learning Principle
  All aspects of the the learning environment (including ways in which the semiotic 
  domain is designed and presented) are set up to encourage active and critical, 
  not passive, learning
2) Design Principle
  Learning about and coming to appreciate design and design principles is core 
  to the leaning experience
3) Semiotic Principle
  Learning about and coming to appreciate interrelations within and across multiple 
  sign systems (images, words, actions, symbols, artifacts, etc.) as a complex 
  system is core to the learning experience
4) Semiotic Domains Principle
  Leaning involves mastering, at some level, semiotic domains, and being able 
  to participate, at some level, in the affinity group or groups connected to 
  them. 
5) Meta-level thinking about Semiotic Domain Principle
  Learning involves active and critical thinking about the relationships of the 
  semiotic domain being learned to other semiotic domains
6) "Psychosocial Moratorium" Principle
  Learners can take risks in a space where real-world consequences are lowered
7) Committed Learning Principle
  Learners participate in an extended engagement (lots of effort and practice) 
  as an extension of their real-world identities in relation to a virtual identity 
  to which they feel some commitment and a virtual world that they find compelling
8) Identity Principle
  Learning involves taking on and playing with identities in such a a way that 
  the learner has real choices (in developing the virtual identity) and ample 
  opportunity to meditate on the relationship between new identities and old ones. 
  There is a tripartite play of identities as learners relate, and reflect on, 
  their multiple real-world identities, a virtual identity, and a projective identity
9) Self-Knowledge Principle
  The virtual world is constructed in such a way that learners learn not only 
  about the domain but also about themselves and their current and potential capacities
10) Amplification of Input Principle
  For a little input, learners get a lot of output
11) Achievement Principle
  For learners of all levels of skill there are intrinsic rewards from the beginning, 
  customized to each learner's level, effort, and growing mastery and signaling 
  the learner's ongoing achievements
12) Practice Principle
  Learners get lots and lots of practice in a context where the practice is not 
  boring (i.e. in a virtual world that is compelling to learners on their own 
  terms and where the learners experience ongoing success). They spend lots of 
  time on task.
13. Ongoing Learning Principle
  The distinction between the learner and the master is vague, since learners, 
  thanks to the operation of the "regime of competency" principle listed next, 
  must, at higher and higher levels, undo their routinized mastery to adapt to 
  new or changed conditions. There are cycles of new learning, automatization, 
  undoing automatization, and new re-organized automatization
14) "Regime of Competence" Principle
  The learner gets ample opportunity to operate within, but at the outer edge 
  of, his or her resources, so that at those points things are felt as challenging 
  but not "Undoable"
15) Probing Principle
  Learning is a cycle of probing the world (doing something); reflecting in and 
  on this action and, on this basis, forming a hypothesis; reprobing the world 
  to test this hypothesis; and then accepting or rethinking the hypothesis
16) Multiple Routes Principle
  There are multiple ways to make progress or move ahead. This allows learners 
  to make choices, rely on their own strengths and styles of learning and problem-solving, 
  while also exploring alternative styles
17) Situated Meaning Principle
  The meanings of signs (words, actions, objects, artifacts, symbols, texts, etc.) 
  are situated in embodied experience. Meanings are not general or decontextualized. 
  Whatever generality meanings come to have is discovered bottom up cia embodied 
  experience
18) Text Principle
  Texts are not understood purely verbally (i.e. only in terms of the definitions 
  of the words in the text and their text-internal relationships to each other) 
  but are understood in terms of embodied experience. Learners move back and forth 
  between texts and embodied experiences. More purely verbal understanding (reading 
  texts apart from embodied action) comes only when learners have enough embodied 
  experience in the domain and ample experiences with similar texts
19) Intertextual Principle
  The learner understands texts as a family ("genre") of related texts 
  and understands any one text in relation to others in the family, but only after 
  having achieved embodied understandings of some texts. Understanding a group 
  of texts as a family ("genre") of texts is a large part of what helps 
  the learner to make sense of texts
20) Multimodal Principle
  Meaning and knowledge ate built up through various modalities (images, texts, 
  symbols, interactions, abstract design, sound, etc.), not just words
21) "Material Intelligence" Principle
  Thinking, problem-solving and knowledge are "stored" in material objects 
  and the environment. This frees learners to engage their minds with other things 
  while combining the results of their own thinking with the knowledge stored 
  in material objects and the environment to achieve yet more powerful effects
22) Intuitive Knowledge Principle
  Intuitive or tacit knowledge built up in repeated practice and experience, often 
  in association with an affinity group, counts a good deal and is honored. Not 
  just verbal and conscious knowledge is rewarded
23) Subset Principle
  Learning even at its start takes place in a (simplified) subset of the real 
  domain
24) Incremental Principle
  Learning situations are ordered in the early stages so that earlier cases lead 
  to generalizations that are fruitful for later cases. When learners face more 
  complex cases later, the learning space (the number and type of guess the learner 
  can make) is constrained by the sorts of fruitful patterns or generalizations 
  the learned has founded earlier
25) Concentrated Sample Principle
  The learner sees, especially early on, many more instances of the fundamental 
  signs and actions than should be the case in a less controlled sample. fundamental 
  signs and actions are concentrated in the early stages so that learners get 
  to practice them often and learn them well
26) Bottom-up Basic Skills Principle
  Basic skills are not learned in isolation or out of context; rather, what counts 
  as a basic skill is discovered bottom up by engaging in more and more of the 
  game/domain or games/domains like it. Basic skills are genre elements of a given 
  type of game/domain
27) Explicit Information On-Demand and Just-in-Time Principle
  The learner is given explicit information both on-demand and just-in-time, when 
  the learner needs it or just at the point where the information can best be 
  understood and used in practice
28) Discovery Principle
  Overt telling is kept to a well-thought-out minimum, allowing ample opportunities 
  for the learner to experiment and make discoveries
29) Transfer Principle
  Learners are given ample opportunity to practice, and support for, transferring 
  what they have learned earlier to later problems, including problems that require 
  adapting and transforming that earlier learning
30) Cultural Models about the World Principle
  Learning is set up in such a way that learners come to think consciously and 
  reflectively about some of their cultural models regarding the world, without 
  denigration of their identities, abilities or social affiliations, and juxtapose 
  them to new models that may conflict with or otherwise relate to them in various 
  ways 
31) Cultural Models about Learning Principle
  Learning is set up in such a way that learners come to think consciously and 
  reflectively about their cultural models about learning and themselves as learners, 
  without denigration of their identities, abilities, or social affiliations, 
  and juxtapose them to new models of learning and themselves as learners
32) Cultural Models about Semiotic Domains Principle
  about their cultural models about a particular semiotic domain they are learning, 
  without denigration of their identities, abilities, or social affiliations, 
  and juxtapose them to new models about this domain 
33) Distributed Principle
  Meaning/knowledge is distributed across the learner, objects, tools, symbols, 
  technologies, and the environment
34) Dispersed Principle
  Meaning/knowledge is dispersed in the sense that the learner shares it with 
  others outside the domain/game, some of whom the learner may rarely or never 
  see face-to-face
35) Affinity Group Principle
  Learners constitute an "affinity group," that is, a group that is 
  bonded primarily through shared en devours, goals, and practices and not shared 
  race, gender, nation, ethnicity, or culture
36) Insider Principle
  The learner is an "insider," "teacher," and "producer" 
  (not just a consumer) able to customize the learning experience and the domain/game 
  from the beginning and throughout the experience.
*Drawn from Gee, James Paul, What Video Games Have to Teach Us about Learning and Literacy, Palgrave Macmillan: New York, 2003