This document discusses using computer games in the classroom to enhance learning, motivate students, and encourage active learning. It first provides background on declining literacy and graduation rates. It then reviews literature on key themes like number sense, brain-based instructional strategies, and the benefits of technology and video games for teaching. The document suggests computer games can help build math fluency through feedback, practice at individual paces, and connecting learning to goals and rules. It indicates more research is needed to address concerns and student needs.