Transform your classroom into an immersive learning adventure!
Erasmus+ Course: Game-Based Learning in Action: Designing Engaging Educational Games for the Classroom
A 6-Day Erasmus+ Professional Development Programme in Game-Based Learning and Educational Game Design for Curriculum Innovation in Schools
Course Objectives & Learning Outcomes
01
Explain the theoretical foundations of game-based learning
- Analyze game mechanics and their pedagogical applications
- Design curriculum-aligned educational games
- Create paper prototypes using iterative design processes
02
Translate physical designs to digital formats using AI tools
- Develop professional pitch presentations for educational projects
- Implement a Reusable learning framework template for ongoing teacher and student
- projects
03
Evaluate educational games for effectiveness and engagement
- Adapt games for different learning spaces (2D, 3D, physical, digital)
- Foster student agency through game-based project work
The course programme outline
Day 1 Introduction: Welcome & Cultural Exchange
- Differences from gamification, evidence-based benefits for motivation, deeper learning, and retention.
- Core theories: Flow, intrinsic motivation, interactive storytelling as a pedagogical driver.
- Real-world examples: Treasure hunts for history/geography, puzzle-solving for math/science/language.
- Discussion: How GBL supports new technologies and innovative curricular design.
- Overview of simple game mechanics suitable for classrooms (open door, spawn clues/objects, teleport stations, move items, etc.).
- individual and pair work assessment
- round-up of completed activities and hands-on experience
Day 2 Game Design Theory and Educational Applications
- Objectives, rules, feedback loops, challenge balance, narrative arcs.
- Linking to pedagogy: Promoting critical thinking, collaboration, and subject mastery.
- Analyze successful educational examples and extract transferable mechanics.
- Group brainstorming: Mapping mechanics to curricular subjects (history, geography, science, arts, languages, etc.)
- Choosing one of two genres (individual work or in teams)
- Treasure hunt: Exploration, progression, clue chaining, discovery rewards.
Puzzle-solving: Logic, pattern recognition, iterative problem-solving.
- Rapid prototyping and its formats: 2D maps, tabletop setups (cards/boards), physical classroom versions (using desks/objects/printouts), or 3D concept designs in Twinmotion for future 2D / 3D implementation in game engines.
- Define game framework (rules, win conditions, curricular integration) and start building your prototype
- Reflection: Refine initial concept sketch
- individual and pair work assessment
- round-up of completed activities and hands-on experience
Day 3 Gamified Heritage Walking Tour (Field Exercise)
- Project Setup, Interface and Tools walkthrough
- AI Tools explanation
- Test knowledge with gamified tour of Split “Discover Split”- scavenger hunt
- individual and group work assessment
- round-up of completed activities and hands-on experience
Day 4 Creative Pitch and Classroom Transfer
- Finalizing and polishing the finished projects.
- Produce creative pitch deck or animated video.
- Peer review and feedback.
- Participant presentations: Pitch prototypes to the group (simulating school management/parents).
- Discussion on the reusable template created and its pedagogical impact, empowering students to create their own classroom and homework projects.
- Scaling strategies and adaptability for different curricular context and formats (simple 2D maps to full blown digital 3D environment)
Day 5 Building Meaningful Play
- Final refinement of game mechanics, environment design and user experience
- Balancing challenge and skill
- Packaging a playable 3D educational game
- Final project presentations and demonstrations
- individual and pair work assessment
- round-up of completed activities and hands-on experience
- Discussion on developing a modular and reusable framework for classroom implementation, a blueprint for the future lessons and diverse curricular context; principles and implementation of IBL (inquiry-based learning) for students
- individual and pair work assessment
- round-up of completed activities and hands-on experience
Day 6 Certification Day
- round-up of learning outcomes: reflection, discussion and self-assessment
- review of the course: evaluation and feedback
- certification ceremony
- goodbye final activity
Course Syllabus
Download The Course Program
Gain a deeper understanding of our course structure by downloading our detailed syllabus. This document provides an in-depth look at the topics covered, learning activities planned, and the assessment methods employed throughout the course. It’s an essential resource for prospective participants to assess the course’s relevance and alignment with their professional development goals.
Course Details & General Information
Game-Based Learning in Action is a practical 6-day professional development course that equips you with the tools to integrate game-based learning into everyday classroom practice.
Through a balanced mix of theory and hands-on activities, you’ll explore the fundamentals of game-based learning and game design principles, focusing on how simple, effective elements – like treasure hunts and puzzle-solving – can transform lessons across subjects such as history, science, maths, languages and more.
You’ll put theory into practice by designing your own educational game prototype (choose either a treasure hunt or puzzle-solving format) linked directly to your chosen curriculum topic. Starting with quick paper sketches, you’ll develop a playable prototype that works as a tabletop activity, uses everyday classroom objects, or can be adapted digitally – simple mechanics like collecting clues, opening “doors” with correct answers, or moving objects keep it accessible and scalable.
Using intuitive generative AI tools for concepting and design, you’ll create clear visual assets and a complete prototype package.
By the end of the course, you’ll also produce a professional pitch deck or short animated
presentation ready to share with colleagues and school leadership back home.
Most importantly, you’ll take away a ready-to-use learning framework that you can implement immediately in your classes – and hand it over to your students so they can design their own educational games for projects or homework.
Bring play back into learning – join us and make a real difference in your school.
Methodology: Experiential, collaborative, and hands-on. Combines short theoretical inputs,
case studies, group brainstorming, rapid prototyping, peer feedback, and digital creation.
Erasmus+ Teacher Training in Split Croatia
Explore The Learning Outcomes of This Course
By the end of this course, participants will be able to:
- Explain the theoretical foundations of game-based learning
- Analyze game mechanics and their pedagogical applications
- Design curriculum-aligned educational games
- Create paper prototypes using iterative design processes
- Translate physical designs to digital formats using AI tools
- Develop professional pitch presentations for educational projects
- Implement a Reusable learning framework template for ongoing teacher and student
- projects.
- Evaluate educational games for effectiveness and engagement
- Adapt games for different learning spaces (2D, 3D, physical, digital)
- Foster student agency through game-based project work
Meet Your Expert Trainers
Ivana Bokavšek
Lina Edu Founder
A motivated teacher is a good learner, teaching magician who brings all the learning outcomes to the highest levels. What motivates me, is passion for learning.
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Our Erasmus+ courses are eligible for Erasmus+ funding. OID number: E10267990