Playing to Learn marries a consideration of the ongoing revolution in American higher education pedagogies-namely, that of "gamification" and "flipping." It also asks participants to reflect on how institutions, Centers for Teaching and Learning, and other similar instructional units can equip and develop faculty to utilize games when flipping their classes and, thus, address the intimidating and gnawing question: "Now that I've flipped my class, what are my students (and I) to do during class?" The session will contribute to three of the conference strands, namely: open educational resources, developing students' critical thinking skills and connected and mobile learning.