
Gamification
*The schedule describes likely activities but may differ significantly based on the requests of the participants, and the trainer delivering the specific session. Course modifications are subject to the trainer’s discretion. If you would like to discuss a specific topic, please indicate it at least 4 weeks in advance. Further information is available on the webpage of each course.
Description
Gamification is the process of adding game design elements and mechanics to non-game contexts, such as education, to increase engagement and motivation. It is based on the idea that people are naturally drawn to games and that the same elements that make games engaging can be used to make other activities more engaging as well. These elements include points, badges, leaderboards, and rewards, which are used to motivate and track progress. Gamification can be used to make learning more engaging and interactive for students, and it has been shown to improve student motivation, engagement, and achievement.
Gamification can take many forms, such as game-based learning, serious games, game-inspired activities, and gameful design. Game-based learning is the use of games as a primary teaching tool, while serious games are games that are designed to teach specific skills or knowledge.
Learning objectives
- Enable participants to understand the concept of gamification and explore its potential in education.
- Teach how game mechanics can be utilized in educational processes to enhance learning.
- Develop participants’ skills in using gamification strategies to increase student motivation and engagement.
- Enable participants to integrate game elements to make learning experiences fun and interactive.
- Teach gamification methods to enhance students’ problem-solving, collaboration, communication, and critical thinking skills.
- Provide participants with the knowledge of gamification design and implementation strategies.
- Develop skills in providing effective feedback using gamification tools and digital platforms.
- Enable participants to learn gamification analytics and measurement methods to track student progress and improve instruction.
- Encourage participants to create interactive and competitive gamified experiences.
- Promote lifelong learning skills by enhancing students’ self-motivation through gamificati
Methodology & assessment
Materials, digital tools & other learning resources
The course includes guides on gamification principles, lesson design templates, and best practices in game-based learning. Participants will use digital tools such as Kahoot, Classcraft, Quizizz, and Minecraft: Education Edition to explore interactive learning strategies. Collaborative platforms like Google Workspace, Padlet, and Miro will support idea-sharing and lesson development. Additional resources include video tutorials, case studies, research articles, and self-assessment tools, ensuring participants gain practical experience in implementing gamification effectively in their classrooms.
Certification details
- Certificate of Attendance
Europass Mobility Document
Learning Agreement
Pricing, packages and other information
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Price:560Euro
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Course package content:
Accommodation, meals, and transport are not included but can be arranged upon request for an additional fee. Optional services such as airport transfers, cultural excursions, and networking events also incur extra charges. Participants should request these services in advance for proper arrangements.
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Additional information:Description of the services and activities included in the course package (such as accommodation, meals, transport) or available at extra cost.
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Cancellation & changes:
Once registration is confirmed, cancellations are not permitted. However, participant substitutions are allowed up to 14 days before the course start date.
In the case of unforeseen circumstances (force majeure), such as natural disasters, pandemics, or other emergencies, the course will be rescheduled, and all registered participants will be offered a place in the new session. No refunds will be provided, but participants will have the opportunity to attend the rescheduled course.
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Additional information:The options and conditions for change and cancellation, and the policy in case of unforeseen circumstances (force majeure).
Additional information
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Language:English
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Target audience ISCED:Primary education (ISCED 1)Lower secondary education (ISCED 2)Upper secondary education (ISCED 3)
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Target audience type:TeacherStudent TeacherHead Teacher / Principal
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Learning time:25 hours or more
Upcoming sessions
Past sessions
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