Computer-based training (CBT) is a methodology for providing systematic, structured learning; a useful tool when properly designed. CBT has seen a resurgence given the serious games movement, which is at the forefront of integrating primarily entertainment computer-based games into education and training. This effort represents a multidisciplinary integration and application of lessons learned from human factors, multimedia design, as well as training effectiveness literatures. The authors suggest 10 practical considerations for CBT design and development, designed to challenge traditionally held beliefs about CBT effectiveness based on previous CBT failures of the 1960s/1970s. These practical considerations are critical to the continued evolution of CBT and should be considered during design and development to most effectively capitalize on the advantages that CBT can offer.