Did you know that play is considered a crucial component of cognitive development from birth through adulthood? Think about your favorite games: isn’t it true that you never get tired of playing them? Whether it’s hide and seek, puzzles, construction games, or board games, there are invisible threads linking our memories, experiences, and feelings to playing games—all connected to the intrinsic motivation and engagement they trigger in our minds! The new edition of the course “Discover the power of Game Based Learning and Gamification in Education” took place in Bologna from 26/01/2025 to 01/02/2025. The participants came from across Europe, with Mette Strømfeldt, Angela Foli Andersen, Margit Mosgaard Jensen, and Mikkel Andersen from Hf and VUC Roskilde-Køge in Denmark; Georgia Georgiades from D’ Primary School Limassol KA in Cyprus; and Manica Kolar and Polona Pevec Pungeršek from Osnovna šola Kozje in Slovenia. Their training week was structured like a game, following a sequence of levels from the very beginning. As if starting a video game, we asked participants to create their own characters to join the game. Using AI-generated avatars, symbolic characters, and new superheroes, participants introduced themselves while sharing their strengths and passions. This activity highlighted the rich diversity of the group, perfectly reflecting the reality of every classroom. In the first level, participants got to know each other, explored course expectations, and discussed the value of playing games in education. They reflected on how the relationship with technology has evolved, the main traits of different generations in learning and approaching technology, and the new skills modern teachers need. The session concluded with brainstorming on motivation in playful contexts. The second level focused on game-based solutions and the gamification framework. Participants clarified the difference between gamification and game-based learning and explored game elements applicable in gamified lessons. Through a storytelling-based group activity, they delved into the Octalysis Model and its core drives of human motivation. They also experimented with creating badges and evaluated their effectiveness as a tool in gamified lessons. The third level was all about Escape Rooms. Participants tested escape room activities, analyzed their key ingredients, and worked in groups on Escape Room Quests. They then learned how to design their own digital escape rooms. The fourth level incorporated gamification into both outdoor and indoor activities, allowing participants to experience firsthand how play-based strategies can enhance engagement in different learning environments. The final level was dedicated to applying gamification directly to lesson planning. Participants worked in a hands-on workshop to test tools, finalize their escape rooms and activities, and reflect on their learning journey.
Having overcome all the levels of our game, participants discovered new ways to integrate both traditional and modern games into the learning process. They left with a fresh set of online tools, new perspectives on engagement, and innovative strategies to bring a spark into their classrooms! Discover more about this course here. |