Serious games are becoming a powerful tool in education. However, there are still open issues needing further research to generalize the use of videogames and game-like simulations in the educational system. On the one hand, how to take advantage of the videogames’ inherent adaptation behaviour in order to maximize the effectiveness of the learning experiences is still a world worth to be explored. On the other, there is still a need to develop mechanisms to track and evaluate the performance of the students when they use these learning tools. Finally, it is necessary to elaborate further game-based learning architectures that facilitate the delivery and distribution of the games to the students. In this paper we propose how to deal with all these issues taking also into account other relevant aspects such as development cost and instructor implication. This is exemplified with the HCT game, produced in cooperation with professors of the Complutense University School of Medicine at M...