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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.
Module 1 – Foundations of Gamification in Education
Module 2 – Game Mechanics and Learner Engagement
Module 3 – Digital Ecosystems for Gamification
Module 4 – Offline Gamification Strategies and Storytelling
Module 5 – Assessment and Feedback in Gamified Learning
Module 6 – Contextualising Gamification in Education
Module 7 – Designing and Structuring a Gamifies Lesson or Project
Module 8 – Implementation, Reflection and Continuous Improvement
Location | Starting Date | Status | Enrol |
---|---|---|---|
Barcelos | 3 February, 2026 | Open Call |
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.
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.
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.
Bring a laptop or tablet to use during the sessions.
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