16 International Journal of Game-Based Learning, 2(1), 16-32, January-March 2012 Copyright © 2012, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited. Copyright © 2012, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited. Keywords: Case Study, Casual Games, Game-Based Assessment, Interviews, Moodle, User Testing INTRODUCTION AND FIELD BACKGROUND For years, playing games, even without con- nection to a specific educational content has been considered one of the fundamental forms of learning (Huizinga, 1949) and is therefore not surprising that games are closely linked to intrinsic educational experiences. Game based learning typically requires at some degree that the student understands the game mechanics and rules and thus before getting involved with the learning process itself, the student must learn how to play the game first (Peirce & Wade, 2010). In the case of casual games (also known as ‘games for the rest of us’) this requirement does not apply, as the simple and familiar mechanism of the game itself is usu- ally well known long before its transition to the electronic medium (i.e., games like Snakes and Ladders, Crossword puzzles or Hangman), Is there a Place for Casual Games in Teaching and Learning? The Snakes and Ladders Case Vasilis Daloukas, Secondary School Teacher of Informatics, Greece Maria Rigou, University of Patras, Greece Spiros Sirmakessis, Technological Institution of Mesolonghi, Greece ABSTRACT Currently casual games feature as the most dynamically developing section of the videogames industry and compared to the more complicated and technologically advanced hardcore games, are characterized by simple rules and game play, do not require long time commitment or special skills on the part of the player. They also have comparatively low production and distribution costs on the part of the producer. This paper investigates the potential of using casual games for student assessment using an educational variation of the widely known game of Snakes and Ladders, implemented for this purpose. The game was received positively by students, as well as teachers participating in its evaluation leading to the conclusion that casual games with the ease and fexibility they offer provide interesting potential for deployment in educational settings. DOI: 10.4018/ijgbl.2012010102