
Game-Based Learning Strategies in the Classroom
The difference between game-based learning and gamification is real, testable, and usually skipped — this course doesn't skip it.
Why this is Erasmus+ eligible
Structured, multi-day programme (5 days) with a pre-defined schedule and learning outcomes — not a passive lecture format.
Built around interaction: participants engage directly with the trainer and with peers from other countries throughout the course.
Transnational by design — open to participants travelling from outside the host country, a core requirement of Erasmus+ mobility funding.
Aligned with the Erasmus+ horizontal priority: Digital Transformation.
The Erasmus+ Programme Guide names digital transformation as a horizontal priority, stating that "the Erasmus+ programme plays a key role in supporting citizens of all ages in acquiring the digital skills and competences they need to live, learn, work, exercise their rights, be informed, access online services, communicate, critically consume, create and disseminate digital education content" (Erasmus+ Programme Guide 2026, Part A – Priorities of the Erasmus+ Programme, p. 8).
Overview
A worksheet with points and a leaderboard bolted on isn’t game-based learning — it’s gamification, and the two get treated as interchangeable in most staff-room conversations about using games in class. That confusion isn’t harmless: it’s the reason so many “gamified” lessons end up feeling like homework wearing a costume.
In 2003 James Paul Gee catalogued 36 learning principles he found built into well-designed video games. Many of those principles do not depend on a screen. That is the test this week runs: which of them can move into a classroom that has no game engine at all? No programming or game-design experience is needed.
- Monday — you play a short game together, learn the working difference between game-based learning and gamification, and choose three of Gee’s principles as your lens.
- Tuesday — you take a gamified lesson apart and rebuild it as a game-based one.
- Wednesday — you look at games that need no screen — cards, dice, puzzles, role-play — and design your first paper prototype for your own curriculum.
- Thursday — colleagues play your prototype as students while you watch, and you revise it from what you see.
- Friday — you play-test again, fit the activity into your unit, and plan how to try it with your own students.
By Friday you have a tested game-based activity for your own subject, a 20-minute first version that is easy to run, and a plan for trying it with your students within your first two weeks back.
Description
Two ideas are often mixed up. Game-based learning uses a game, or something built like one, as the learning activity itself: learners play, and what they do while playing is what they learn. Gamification takes an existing lesson and adds game elements to it — points, badges, a leaderboard. This week uses those as working definitions, and treats gamification as a tool rather than an enemy: points and badges are sometimes useful, and the week compares them with a game-based rebuild so that you can choose.
The lens for the comparison is James Paul Gee’s 2003 book What Video Games Have to Teach Us About Learning and Literacy, which lists 36 learning principles he found in well-designed video games. Gee was describing how good games teach; he was not writing a rule book for classrooms. So the course does not work through all 36. It picks a short list — for example, learning where mistakes cost little, tasks that stay at the edge of what you can do, and learning by trying something and rethinking it — and asks you to look for those in your own activity. Whether a principle shows up is something you check by watching people play, not something you assume.
Everything is done at a scale a teacher can manage. A first prototype rarely works perfectly, and the week says so: you plan for what to change and what to keep, and you try it with your own students only after colleagues have tested it. Where a screen version would help — a slide deck, a quiz tool such as Kahoot or Socrative, a spreadsheet — you build one round of it on Thursday and check what it needs first: accounts, devices and connection.
Methodology
Sessions start with a short game played by the whole group, and the group then names what the game made people do — that list is what Gee’s principles are checked against.
Participants pull a gamified lesson apart, rebuild it as a game-based activity, and design their own on paper before any screen is involved.
Every prototype is played by colleagues acting as students, so the problems show up in the room and not in a classroom.
What you'll take home
Explain the difference between game-based learning and gamification, and use a short list of Gee’s learning principles to judge a lesson.
Take a gamified lesson apart and rebuild it as a game-based activity.
Design a game-based activity for your own curriculum that works without a screen, and adapt it to a screen where that helps.
Test your activity with colleagues acting as students and revise it from what you observe.
Plan how to use the activity with your own students, including a shorter first version and what to change if it does not work the first time.
Daily programme
- Meet and warm up by playing: the group runs one short game together, then names what it actually made them do — pay attention, take a risk, try again after failing — and that list is what Gee’s principles are checked against later in the day
- Presentations of participants’ schools — a few words each, no slides needed
- Two ways to use games in class: working definitions of game-based learning and gamification
- James Paul Gee’s 2003 catalogue of 36 learning principles found in well-designed video games — where it comes from, and how the week uses a short list of them as a lens
- Choosing your lens: three principles you want to see in your own lesson, and one topic from your curriculum
- Warm-up in new pairs: each participant describes a game their own students already play outside school, and the pair decides what, if anything, it teaches
- Taking a gamified lesson apart: what it keeps from a game, and which of your three principles it leaves out
- Rebuilding it as a game-based activity: a goal, rules, feedback, and a safe way to fail
- Points, badges and leaderboards as a tool: when they help and when they get in the way
- Your before-and-after pair: one gamified lesson and its game-based rebuild
- Real examples of game-based activities: card and dice mechanics, puzzle and escape-room formats, role-play, quiz races
- Where creativity enters: students inventing questions, characters or rules
- Designing your own paper prototype from your topic and your three principles, with a partner who plays it and questions it as you go
- Writing the rules on one page: goal, turns, feedback, and what happens when a player fails
- Play-testing your prototype: colleagues play as students while you watch and do not help
- What to look for: where players got stuck, got bored or found a shortcut, and which of your principles showed up
- Revising your activity from what you observed
- Building a screen version of one round of your activity, if that helps: a slide deck, a quiz tool such as Kahoot or Socrative, or a spreadsheet — and checking what it needs first (accounts, devices, connection)
- A second play-test round in small groups, with feedback against your three principles: which showed up, which did not, and what to change
- Fitting the activity into your unit: where it goes, how long it takes, and a 20-minute first version
- If it does not work the first time: what to change and what to keep
- Your plan for trying it with your own students in the first two weeks back
- Reflection and self-assessment
- Course evaluation
- Issuance of the Certificate of Attendance
Please note: sessions run from 09:30 to 15:00, Monday to Friday, with a break for lunch. Timings can shift a little to suit the venue and the group. If you'd like a specific topic covered, let us know when you apply — the confirmed day-by-day schedule is sent to registered participants ahead of the course.
Certificate: we issue the Certificate of Attendance to everyone who's present for at least 80% of the course — tracked with the daily sign-in sheet (see Certificate & assessment).
Equipment: a few of our courses ask participants to bring a laptop — check the day-by-day programme above, or ask us if you're not sure.
Need a formal invoice or proforma for your school's records? Ask us — we issue official invoices with the participant's name and course details.
Course page last updated: 26 September 2026
Materials & tools
Worked on during the week: a short list of James Paul Gee's learning principles used as a lens, paper prototypes built with card, dice, puzzle and role-play mechanics, and, only if it helps, one round of your activity in a screen tool such as Kahoot or Socrative.
Certificate & assessment
This is a Certificate of Attendance, not an exam-based qualification — recognition comes from completing the structured programme, not from passing a test. The real, lasting value is in the competencies listed above under What you'll take home.
Type your name above — clearly marked "SAMPLE" in the PDF, not an official document.
The real certificate is signed by your trainer and EMA's authorised signatory. Your own signature isn't on this document — it's captured separately, on the Europass Mobility document.
Need to verify a real certificate? Check it online using the serial number and participant's full name, or contact us directly — [email protected], OID E10304561.
Tracked using a sign-in sheet with one signature per participant per day (paper or digital). This record is used to issue your Certificate of Attendance and Europass Mobility document. View sign-in sheet (PDF)
Every participant leaves with a completed Dissemination & School Impact Plan — a step-by-step template for applying the course back at your school (see below).
An end-of-course evaluation form is sent to every participant after the course ends — a chance to reflect on what you've learned and how you'll apply it, and it helps us keep improving the course for future participants.
Keep your travel tickets, boarding passes and (if you used green travel) any related receipts — your school or National Agency may ask for these for their own Erasmus+ reporting.
How to prepare
Nothing needs to be prepared in advance: you choose one topic from your own curriculum on Monday.
A laptop is useful on Thursday if you want to build a screen version of one round of your activity; everything else in the week works on paper.
No programming or game-design experience is needed.
Practical information
Registration & documents
Not sure how registering works or what paperwork is involved? See our full Registration & Documents guide — from applying to your Certificate of Attendance, in one place.
Invitation letter
Need a formal invitation letter for your school or embassy? Request one — we send it within 2 business days. See a sample (PDF).
Learning Agreement
Prepared by our staff and sent to you and your school once your registration form is submitted — see what it looks like. See a sample (PDF).
Billing & invoicing
We issue official invoices/proformas with the participant's name and course details — ask us. Payment is due in full by bank transfer before the course start date. See a sample (PDF).
Airport transfer
Guidance on getting from the nearest airport to the venue is included in your welcome information.
Accommodation
We can recommend partner hotels close to the venue in the host city — ask us when you apply.
School impact
After completing this course, the participating staff member can transfer outcomes directly to their school: a short briefing for colleagues sharing the key takeaways, applying relevant tools or strategies from the programme in their own role, and inclusion of the course materials in the school's professional development resources — turning one person's mobility into a wider institutional gain that supports the school's Erasmus+ objectives. Use the Dissemination & School Impact Plan below to fill in your own — it saves as you go and can generate a one-page summary for your coordinator too.
0/5 sections started
Write your answers in English — it keeps every teacher's plan consistent if your coordinator compares several.
Filling these in ties this plan to a specific mobility — useful if your coordinator collects plans from several courses/teachers.
Photos of the session or sign-in sheet are embedded straight into both PDFs — they aren't autosaved, so re-attach them if you reload this page. The link above IS autosaved.
If you're presenting, base it on the course materials — a summary slide for colleagues rarely needs more than 15–20 minutes.
Name the real class, year group or school process you'll apply this to — not the course topic itself.
Give the admin a one-page summary: what the course delivered, the cost, how it feeds into the school plan, and the expected outcome.
Your check-in date is before the planned application date in Step 2 — check-ins usually happen a few months after you've actually applied the course, so there's something real to report.
Saved automatically in this browser as you type — nothing is sent to our server. Nothing here is invented for you; leave a field blank if it doesn't apply yet.
Prefer a blank, course-independent version of this template? Get it here →
After the course
Participants will receive their Certificate of Attendance and the co-signed Europass Mobility document.
Participants will complete a general course evaluation and event survey.
Participants will receive course materials, videos, photos, and PDF documents in both digital and print formats.
Follow-up support: self-evaluation materials are provided. Depending on the group, an email group may be set up so that participants can keep exchanging ideas.
Frequently asked
This course is an eligible training activity under Erasmus+ Key Action 1 (School Education Mobility) — the course fee, travel and subsistence fall within the eligible cost categories. Whether it is covered depends on your own project's approved grant agreement and your National Agency's rules; we provide all the invoices, attendance records and certificates your National Agency requires for reporting.
B1 is enough — you do not need to be fluent. Trainers speak slowly and plainly, every session is built around doing something rather than sitting and listening, and groups are mixed by nationality so people help each other out. A rough test: if you could follow a staff meeting held in English and ask a question in it, you will be fine here.
Absolutely — group bookings of 3+ from one school or organisation receive priority placement, and we can schedule a dedicated session for groups of 12 or more.
Our courses run on request at our centres in Antalya, İstanbul, İzmir, Mersin, Budapest, Bremen and Rome. Tell us your preferred city and dates and we will arrange a session.
Tuition, all course materials, your Certificate of Attendance, and the co-signed Europass Mobility document. Flights, accommodation and travel insurance are booked separately — we send a vetted hotel list.
You can move to any later session free of charge. Cancellations made 30+ days before the start date receive a full refund; a reduced refund applies closer to the date — see our full Cancellation & Refund Policy for the exact schedule.
The Erasmus+ Programme Guide names digital transformation as a horizontal priority, stating that "the Erasmus+ programme plays a key role in supporting citizens of all ages in acquiring the digital skills and competences they need to live, learn, work, exercise their rights, be informed, access online services, communicate, critically consume, create and disseminate digital education content" (Erasmus+ Programme Guide 2026, Part A – Priorities of the Erasmus+ Programme, p. 8). Frame it in your own project's terms — your National Agency's current call will confirm exactly how it applies.
Choose your session
+ 6 more planned dates
No payment now — we confirm your place first.
Plans change — we're here to help.
Don't see a date that works? Request a custom date
Open the page of a single date
1–5 Feb 2027, Bremen 5–9 Apr 2027, İzmir 14–18 Jun 2027, Antalya 26–30 Jul 2027, Rome 11–15 Oct 2027, Antalya 6–10 Dec 2027, İzmir
What's included
Not included
Aggregated across all EMA courses, not specific to this session.
+ educators from 19 more countries across Europe and beyond
Taking two courses? Book any two EMA courses on the same trip and save €150 off your combined price. Just tell us both course names when you apply — no separate booking needed.
Questions about funding or group bookings?
Write to us

