The document discusses using gaming in the classroom to enhance learning. It provides examples of how games can be used to teach subjects like history, geography, science, reading, math, and economics. A case study is described where students brought games to an undergraduate seminar class that related to course topics, which strengthened bonds between students and made learning more fun and engaging compared to a traditional classroom. The conclusion is that gaming can actively involve students and excite them about learning, especially as technology and gaming continue to evolve rapidly.