The document discusses gamifying the classroom by using computer games to make language learning more engaging and fun for students. It suggests games appeal to students' natural instincts to learn through play and capture their attention better than traditional classrooms. Specific programs mentioned that can help gamify lessons include ClassDojo and adventure games, which allow students to collaboratively solve puzzles and practice language skills like vocabulary and grammar. The document provides guidance on setting up game-based activities and recommends related reading on educational gaming.