Children exhibit curiosity and desire to acquire things of interest from
their earliest stages. This eventually evolves into their lust for toys,
dolls, stickers, books, clothing, having books read to them, being
allowed to watch TV, and more. Things of a child's interest are
generically referred to as `collectibles` hereafter. A game system that
overlays educational content with in-game collectibles is presented. The
more in-game collectibles the player has the more fun they have. This
paradigm converts the lust for in-game collectibles into a lust to learn.
A virtuous cycle emerges where (i) anticipation to acquire the next
educational content builds up, and then (ii) this anticipation is
gratified when the educational content is finally acquired, and (iii) the
educational content is naturally appreciated until the child moves onto
the next collectible.