
In recent times, gamification has become an increasingly popular tool in education, as evidenced by the growing number of EU activities focusing on its use. Below, we highlight three such examples, based on experiences shared on the EPALE platform.
Combining Cultural Heritage with an Active Learning Experience
In this workshop, gamification was presented in the form of a game – an escape room. In this way, workshop participants connected theory with practice: they designed their own game prototypes and linked them to cultural and educational concepts. At the same time, they practiced teamwork, collaboration, as well as developing and testing ideas, while acquiring new knowledge.
https://epale.ec.europa.eu/…/cultural-heritage-escape…
Seniors ZONE in gamification and art-therapy
The “Seniors ZONE in Gamification and Art Therapy” Erasmus+ project aims to improve adult skills and promote the social inclusion of people over the age of 50. Studies conducted so far indicate numerous benefits of gamification for older adults, including improved cognitive health, support for physical rehabilitation, increased social inclusion, and enhanced digital literacy.
https://epale.ec.europa.eu/…/seniors-zone-gamification…
GreenerAge
GreenerAge is an Erasmus+ project that uses gamification to promote climate change literacy and sustainable behaviours among citizens aged 55+. The project is co-creating an online platform with game-like elements that make the topic engaging and enjoyable, fostering positive behaviour change and digital skills among older citizens.
https://epale.ec.europa.eu/…/greenerage-promoting…
Through these examples, we can see the various benefits of using gamification in education. Integrating these methods into everyday practice can significantly transform the learning experience and encourage participants to take a more active role in the educational process.