This document discusses gamification and provides examples of games that can be used for educational purposes. It begins by defining gamification as applying game mechanics to non-game contexts to motivate and engage students. It then provides examples of when games can be used in a lesson, such as to assess prior knowledge, teach new concepts, and review material. The document emphasizes the importance of creating original games tailored to the specific content being taught. It also notes that games don't have to be digital and can include physical games created and played by students. A variety of example games are described that can help develop skills like creative thinking, critical thinking, and ethical thinking. The document concludes by inviting readers to try out the different games.