This document discusses gamifying the classroom by using computer games and digital play to make learning more engaging, fun, and communicative for students. It provides reasons for using games like their relevance to students' lives, ability to hold attention, and capacity for language practice. Suggestions are made for games that can be used with one computer, multiple computers, or no computers at all. Guidance is offered on classroom procedures, management, and finding support materials for game-based activities. Recommended reading on educational gaming and digital play is also provided.