This document discusses using games and simulations in the classroom. It defines games as structured activities with rules where participants compete for an objective, and simulations as operational models of real or hypothetical processes. Benefits of games and simulations include improved learning outcomes and teaching effective 21st century skills. They can be used for formative assessment and to develop soft skills. Different genres and categories of games and simulations are outlined for different types of learning. Research shows games and simulations are at least as effective as conventional instruction and can improve student engagement through challenge and skill development.