In order to bring effective educational games to the classroom, those classrooms must first have sufficient technology necessary to access those games. Increasingly, schools and colleges are putting handheld devices such as clickers into the hands of students, providing an instantaneous method of feedback that teachers can use to adjust their teaching while actually teaching. So far, such devices have been used for such purposes as taking attendance, responding to class quiz/poll questions, and signaling confusion over a concept.
As such technology becomes more widespread and sophisticated, the ideal of each student receiving a personally tailored education suited to his/her own learning style and pace becomes more and more achievable.