This document discusses game-based learning (GBL) and the use of games for educational purposes. It defines key terms like serious games, digital game-based learning, and gamification. It also outlines some of the challenges to adopting GBL such as the perception that games are not for learning, difficulties finding and implementing educational games, and obstacles teachers face in using games. The document provides examples of games that have been used for different subject areas and strategies for integrating games into learning activities and curricula.