GAME BASED LEARNING AND GAMIFICATION

Introduction and Description
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In an era marked by rapid digital transformation, shifting learner expectations and a growing demand for 21st-century competences, educational organisations are increasingly seeking pedagogical approaches that enhance engagement, motivation and authentic learning. Game-Based Learning and Gamification is a specialised training programme—available in both 5-day and 10-day formats—designed to equip teachers, school leaders and educational staff with the knowledge, skills and digital confidence required to integrate playful, game-informed methodologies into contemporary teaching practice.
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The course provides a rigorous academic exploration of game thinking, motivational psychology, digital game-based learning, and the pedagogical value of simulations, interactive narratives and challenge-based learning. Participants examine how games foster essential transversal competences—such as creativity, critical thinking, collaboration, problem solving and entrepreneurial mindset—that are specifically highlighted within the European Key Competences Framework. The programme positions game-based learning not merely as a technological add-on, but as a powerful catalyst for transforming learning environments into spaces where curiosity, autonomy and deep engagement can flourish.
Through hands-on workshops, participants work with accessible digital tools to design simple educational games, create gamified lesson plans and experiment with interactive storytelling, digital escape rooms and online collaborative challenges. Particular emphasis is placed on designing inclusive, motivating and meaningful learning sequences that respond to the diverse needs of today’s learners while supporting key Erasmus+ priorities, including digital transformation, innovative teaching methods, learner participation, and the development of high-quality, future-focused educational ecosystems.
Both versions of the programme include opportunities for individual mentoring and structured reflection, enabling participants to tailor game-based approaches to their own subject areas, age groups and institutional contexts. The training also introduces collaborative possibilities through platforms such as eTwinning and the European School Education Platform, encouraging participants to embed their game-based activities within international partnerships and cross-border project work.
By the end of the course, educators will not only understand the theory behind game-based learning and gamification but will also possess practical strategies and ready-to-implement activities that enrich classroom practice, strengthen learner motivation and contribute to whole-school innovation. The programme supports schools in meeting Erasmus+ objectives by fostering digital competence, pedagogical innovation and sustainable capacity-building—empowering educational organisations to create dynamic, playful and engaging learning environments where every learner can thrive.
Outcomes
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Understanding of the concept and strategies for implementation of game-based learning and gamification.
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Developing communication, collaboration, presentation, problem solving, negotiation, critical and creative thinking skills.
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Enhancing professional skills through mastering handpicked selection of versatile types of games for teambuilding, building of trust, content consolidation and revision, exploration and development of creativity.
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Understanding the mechanics of the games and development of the ability to gamify the contents of the curricula in order to make the learners experience of education more engaging.
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Providing and exercising creative ideas and practical resources for successful implementation and responsible use of game-based learning.
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Improving English fluency (official language of the course).
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Promoting intercultural awareness.
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Sharing experiences of school project work and use of GBL in education from different organizations in order to help each of us to be more effective in our work.
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Developing the online collaboration platform for preparation, dissemination and networking in order to develop future partnerships and projects.
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Strengthening the European collaboration among people using GBL in education in different contexts.
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Providing insights into different education systems.
Preparation
After registration participants will receive pre-course questionnaire which will be used by the trainer to learn about participants’ teaching backgrounds and to assess their exact needs. Before the beginning of the course a basic reading list will be suggested to participants to prepare for the training. Participants will also be asked to prepare a presentation about themselves, their professional context and their culture. The presentation will be presented on the first day of the course to facilitate networking opportunities. Participants will receive information about the country they are going to visit in order to prepare them for their cultural experience.
Follow up
After the course participants will be asked to share what they have learned with the rest of the staff in their schools. Further books and articles to deepen the topic and contacts with some other practitioners all over Europe and in the world will be suggested by the trainer. The methods shared and explored and the bibliography given will allow the participants to complete and improve their educational path.
5 days programme (25 hours)
course sessions (Monday to Friday)
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Introduction of participants, outline of the programme, warm ups and ice breakers
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Introduction to gamification, educational practices and strategies of game-based learning
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Game thinking, games and play
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Motivation techniques (intrinsic and extrinsic), competitive and collaborative games
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Online tools for collaboration in educational game-based projects, eTwinning, School Education Gateway
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Individual support
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Presentation of outcomes, discussion, evaluation and closing session
cultural and social programme
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Teambuilding and networking activities
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City tour or a cultural trip
10 days programme (50 hours)
course sessions (Monday to Friday + Monday to Friday)
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Introduction of participants, outline of the programme, warm ups and ice breakers
- Introduction to entrepreneurship as one of the key competences of 21st century
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Game thinking, games and play
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Motivation techniques (intrinsic and extrinsic), competitive and collaborative games
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Anatomy of fun, game elements, simulations and serious games
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Reward structures and schedules - challenges
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Gamification in action, game design
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Online tools for collaboration in educational game-based projects, eTwinning, School Education Gateway
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Individual support
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Presentation of outcomes, discussion, evaluation and closing session
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cultural and social programme
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Teambuilding and networking activities
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City tour or a cultural trip
CERTIFICATE
Each participant will get a course attendance certificate and we will validate the acquired competences on the Europass Mobility upon request. Please note that we have a paperless policy and all the documents will be delivered in digital form.
COURSE FEE
The course fee is 80 € per day. It includes tuition and materials, cultural and social programme, support in preparation and all the administrative work. There are no additional costs or hidden fees. After registration, you will receive a pro-forma invoice which you will have to pay by bank transaction. You will receive the invoice after you attend the course.
SUBSISTENCE
The course fee doesn't include accommodation and meals and participants are responsible to organize them on their own. In some locations we might be able to recommend or organize subsistence for you. Please don't hesitate to contact us to inquire about any specific location.
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