This document provides tips and tools for educators to create game-inspired learning experiences in the classroom. It discusses key elements of games like goals, rules, challenges and feedback. It encourages incorporating story elements, role-playing, choice, chance, and rewards into lessons. The document also provides examples of tools that can help, such as Google Apps, badging tools and classroom tools. It highlights an example of a teacher who created an engaging game for his students based on One Flew Over the Cuckoo's Nest. Overall, the document offers guidance on how to gamify lessons while rethinking assessment and having fun.