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.

 
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