Turn your classroom into an adventure! This course explores gamification and game-based learning to boost student motivation, engagement, and collaboration. Learn to apply proven game mechanics to any subject and make learning seriously fun for 21st-century students.
Description
Discover the power of play in education. This course unpacks the principles behind gamification (using game elements like points, badges, and leaderboards in a non-game context) and game-based learning (using educational games to achieve learning objectives). Participants will learn how to design engaging learning quests, create reward systems that foster persistence, and select effective digital and non-digital games for their curriculum. We will explore tools for creating gamified experiences and analyze how game mechanics can promote problem-solving, critical thinking, and teamwork. You’ll leave with practical strategies to increase participation and make learning unforgettable.
Learning Objectives
By the end of this course, participants will be able to:
- Differentiate between gamification, game-based learning, and simply playing games in class.
- Understand the core psychological principles that make games motivating and engaging.
- Design a gamified lesson or unit using elements like points, badges, and narratives.
- Create simple educational games or interactive quizzes using accessible digital tools.
- Select and evaluate high-quality educational games appropriate for their students.
- Apply game mechanics to foster collaboration and positive classroom behavior.
- Develop a complete gamified project ready to be implemented in the classroom.
Methodology & Assessment
The methodology blends theoretical insights with intensive practical application. Interactive presentations will introduce core AI concepts, followed by hands-on “AI lab” sessions where participants experiment with a variety of educational AI tools. Collaborative workshops and case study analyses will foster critical discussion on ethics and implementation strategies. Assessment is based on the development of a personal “AI Integration Action Plan,” outlining concrete steps for using AI in the participant’s own classroom. This plan will be developed throughout the week and presented for peer feedback in the final session.
Materials, Digital Tools & Other Learning Resources
All participants will receive access to a curated list of free and freemium web-based applications and software. Course materials, including tutorials, templates, and best practice guides, will be shared via a dedicated online platform (e.g., Google Classroom). Participants are required to bring their own laptop. A stable Wi-Fi connection will be provided throughout the course.
Certification Details
Certificate of attendance
Upcoming sessions
| Dates | Location | |
|---|---|---|
| 5–9 October 2026 | Rome, Italy | Enroll |
| 2–6 November 2026 | Rome, Italy | Enroll |
| 7–11 December 2026 | Rome, Italy | Enroll |
Pricing, Packages and Other Information
Price: EUR 400-800
Course package content:
We can assist you:
Accommodation: We can help you find suitable and comfortable accommodation options near the training venue, whether you prefer hotels, guesthouses, or apartments.
Cultural Tours: Immerse yourself in the local culture with our curated tours and excursions. Explore historical sites, museums, and hidden gems, and gain a deeper understanding of your surroundings.
Transportation: We can arrange convenient and reliable transportation options for your arrival and departure.
Cancellation & Changes
We understand that plans can change. That’s why we offer flexible options for cancellations and changes, while also providing clarity on our policy in case of unforeseen circumstances.
Participant-Initiated Changes and Cancellations:
Changes: We are happy to accommodate changes to your registration, such as transferring to a different course date or modifying your accommodation choices, whenever possible. Please contact us as soon as possible with your request and we will do our best to assist you.
Additional Information
- Language: English
- Target audience ISCED: Primary education (ISCED 1), Lower secondary education (ISCED 2), Upper secondary education (ISCED 3)
- Target audience type: Student Teacher, Head Teacher / Principal, Teacher Educator
- Learning time: 25 hours or more



