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ICT and pedagogical innovation

Gamification & Game-Based Learning

6 days

João Garrido

What  is gamification? Gamification is the use of techniques, strategies and  game design in other contexts that are not necessarily games. It's all  about bringing the game to reality and thereby impact areas such as  engagement, productivity, focus, determination, among others, and make  it simpler to achieve goals and objectives at any context. Through  gamification, it is possible to transform work or study routines and  make people feel more inclined to dedicate themselves to the tasks and  challenges that each situation requires.

Why is  gamification so effective? According to experts, the gaming experience  goes far beyond the entertainment factor and goes through other  essential points, such as the need for competition (which is inherent to  every human being), instant feedback, the possibility of rapid  evolution, and the search for tangible rewards. The creation of  communities and the sense of urgency that work on in games is also  something that encourages you to continue on that task and makes it  possible for the goals to be achieved.

How to  implement gamification in teaching and learning? If you're thinking that  implementing a gamification system in your classroom is expensive,  complicated or requires a lot of resources, you're strongly mistaken.  With some simple measures, you can apply certain notions of gamification  to your content and encourage students to have greater engagement,  motivation and to be able to evolve quickly and successfully. Some of  the techniques go through:

  • Creating a scoring and evolution system;

  • Offering rewards;

  • Stimulating competition;

  • Offering fast and constant feedback.

In the  context of teaching, where technology has always been present in  different ways, it is even easier to make gamification functional and  become a differential. Especially in cases where the Internet is used to  transmit content, making different materials fit into a gamification  logic is even simpler and more effective and can impact one of the most  decisive issues, which is educational success.

This  course will empower you to create more effective learning experiences  using gamification apps. It will introduce participants to the concepts  and methodology behind game design, and enable them to create their  first game for educational purposes.

The  course will be very practical, combining theory with practice, group  work and discussion with hands-on phases in which the participants will  have the opportunity to explore the provided apps.

As a  participant, you will interact with some of the most important apps for  creating games and understand the usefulness and applicability of  gamification in different indoor and outdoor situations of communication  and learning.

Book Your Session

Price:

480 €

Next Dates

22-27 June 2026

Learning Outcomes
Participants to the course will learn to:
  • Understand the logics behind different types of games;

  • Understand  the concepts and methodology behind game design (phases of analysis,  design, development and prototyping, implementation testing and  evaluating);

  • Create a game from scratch for educational purposes;

  • Use  gamification as a way to develop social and cultural values in the  classroom and in the school, therefore impacting future society;

  • Integrate games on instructional design to enhance learning and apply them into the Design of a Curricular Unit.

Programme

Gamification & Game-Based Learning

Day 1 – Introduction – 5 hours

  • Introduction of the course and the external activities.

  • Icebreaking activity to introduce the trainer and the participants.

  • Pedagogical Design of Learning Using apps or software tools:

  • Contextualization – Learning Theories;

  • “Instructional Design” methodologies and the Design of Constructivist Learning Environments.

  • Introduction to the concept of Gamification.


Day 2 – Game design methodology – 5 hours

  • What makes a Game fun (obstacles, rewards, tasks, pride, happiness);

  • The Design Methodology;

  • User-centered Design (know your audience; importance of evaluation testing);

  • The Building Blocks of Great Missions for Gamification;

  • Motivational Drivers and Gamification;

  • Game Mechanics – Reasons to Play;

  • Points, Badges and Leaderboards in Gamification;

  • Relationships and Gamification;

  • The Use of Story and Emotions in Gamification.


Day 3 – Introduction to games creation using Scratch – 5 hours

  • What is visual coding?

  • Introducing Scratch interface;

  • Creating Sprites;

  • Using code blocks;

  • Types of Scratch games;

  • How to make a game on Scratch:

  • Add a Backdrop;

  • Add a Sprite;

  • Make the Sprite Move;

  • Add Difficulty;

  • Add Sound;

  • Increase the Score.


Day 4 – Using apps and digital tools for gamification – 5 hours

  • Gamification digital tools:

  • Educational tabletop or board games online;

  • Quiz games;

  • Storytelling;

  • Scavenger hunting.

  • Evaluate learning through the use of gamification.


Day 5 – Practical Application Work – 5 hours

  • Pedagogical design of a curricular unit using gamification to implement student-centered learning activities.


Day 6 – Course Closure & Tour – 5 hours

  • Course evaluation and awarding of the course Certificate of Attendance.

  • 21st Century Skills – The Values of Art and Culture – Excursion Tour and external cultural activities.

​​Materials, digital tools & other learning resources

Course participants will receive training and engage in exercises designed to develop their skills as trainers. The provision of additional materials or resources will be determined based on the course structure and the instructor’s approach to meeting the learning objectives​​

Course package content:

Services and activities included in the course package are those described above. Please note that accommodation, transport, and meals are not provided.

 

Cancellation & changes:

Common sense prevails when it comes to cancellations, which are analyzed on a case-by-case basis.

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