Gamification in Education

Duration:
20 Hours (5 Days)
Language:
English
Course Overview

The Gamification in Education course provides a practical and applied introduction to the use of gamification as a teaching strategy to enhance student motivation, engagement, and active participation. Throughout the training, participants will explore the core principles of gamification, learn how to apply game mechanics in educational contexts, and design more dynamic and meaningful learning experiences. The course combines theoretical input with hands-on activities, case studies, and collaborative work, enabling participants to experiment with tools and strategies that can be easily adapted to their own teaching practice. By the end of the course, participants will be equipped to integrate gamification elements into their lessons, making learning more interactive, motivating, and effective.

Download the complete course description!
Course Objectives
  • To provide participants with a clear understanding of the principles and benefits of gamification in education.
  • To equip educators with strategies to design and implement gamified learning experiences.
  • To introduce digital and non-digital tools that support gamification in the classroom.
  • To promote active learning, student engagement, and motivation through game-based strategies.
  • To encourage participants to integrate gamification into their teaching practice in a meaningful and sustainable way.

Schedule

Module 1 – Foundations of Gamification in Education

  • Definition and scope of gamification in teaching and learning.
  • Pedagogical principles and benefits for student motivation and engagement.
  • Key differences between gamification, serious games and game-based learning.
  • Core components of effective gamified learning experiences.
  • Inspiring examples of gamification across different subjects and education levels.

Module 2 – Game Mechanics and Learner Engagement

  • Understanding core game mechanics: points, levels, badges, challenges, rewards and leaderboards.
  • Linking game dynamics to learning objectives and curriculum goals.
  • Behavioural and motivational aspects of gamified learning.
  • Designing learning paths that foster autonomy, collaboration and competition.

Module 3 – Digital Ecosystems for Gamification

  • Overview of digital tools and platforms to create gamified learning environments (Kahoot, Quizizz, Classcraft, Genially, Padlet, Edpuzzle).
  • Integrating multimedia content and interactive challenges into lessons.
  • Using analytics, progress tracking and feedback systems to support learning.
  • Selecting the right tools for different age groups and learning contexts.

Module 4 – Offline Gamification Strategies and Storytelling

  • Gamification without technology: role-play, missions, classroom currencies and achievement systems.
  • Using storytelling and narratives to enhance student immersion.
  • Building thematic structures for projects, units or school-wide initiatives.
  • Encouraging peer collaboration through cooperative and competitive elements.

Module 5 – Assessment and Feedback in Gamified Learning

  • Designing meaningful assessment aligned with gamification principles.
  • Creating rubrics, progress maps and reward systems that drive engagement.
  • Combining formative, summative, peer and self-assessment approaches.
  • Using feedback to reinforce intrinsic motivation and self-regulation.

Module 6 – Contextualising Gamification in Education

  • Adapting gamification strategies to different subjects, learning goals and student profiles.
  • Designing inclusive and accessible gamified activities for diverse learners.
  • Combining gamification with other active methodologies (PBL, Flipped Classroom, collaborative learning).
  • Addressing challenges and misconceptions about gamification in education.

Module 7 – Designing and Structuring a Gamifies Lesson or Project

  • Framework for planning a full gamified lesson, unit or long-term project.
  • Defining clear goals, progress milestones and reward systems.
  • Choosing appropriate tools, mechanics and resources for implementation.
  • Optimising design for classroom realities and curriculum integration.

Module 8 – Implementation, Reflection and Continuous Improvement

  • Strategies for piloting and scaling gamification in educational settings.
  • Building sustainable practices and aligning gamification with long-term goals.
  • Sharing best practices and building collaborative teacher networks.
  • Action planning for integrating gamification into participants’ own teaching contexts.

 

Next Dates
LocationStarting DateStatusEnrol
Barcelos3 February, 2026Open Call

Price

Each quotation is personalized and depends on several factors, such as the number of participants, the number of training hours, the location of the course, and any additional services requested.
The training can be funded through programs such as Erasmus+ (KA1 – Learning Mobility), among other European support mechanisms. For more information about funding, participants should contact their sending organization or their country’s National Agency directly.

Important Info

Certificate

A Certificate of Participation is awarded to participants who attend at least 80% of the sessions and demonstrate consistent engagement and commitment throughout the training.


Schedule

The time of classes, whether in the morning or afternoon is determined by the provider. The schedule may vary considerably based on participants’ preferences and the trainer’s discretion regarding any modifications.


Cultural activities

Equipment

Bring a laptop or tablet to use during the sessions.

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