This document discusses the educational potential of games and provides guidance on finding and using educational games in the classroom. It notes that almost all teens play games and highlights benefits like ongoing assessment, motivation, and self-paced learning through mistakes. When looking for games, teachers should consider games with conceptually challenging material, multiple entry points, personal goal setting, and parallel challenges. The document recommends raising awareness of educational games and optionally assigning them as homework or using them in large or small group activities to supplement classroom lessons.