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Games and Gamification: Active Learning through Movement and Project-Based Learning



SplitSplit
5, 6 & 7 day course

Games and Gamification-Active Learning through Movement and Project-Based Learning

Description

Children have always learned through play, movement, exploration, and interaction with others. Games capture students’ attention, invite them to participate, and turn challenges into exciting learning opportunities. When games are connected to clear educational goals, they can transform the classroom into a dynamic learning environment in which students are motivated to think, communicate, collaborate, and create.

This course is designed for teachers who wish to bring more fun, movement, and active participation into their classrooms. Participants will explore the difference between game-based learning and gamification and discover how points, challenges, missions, levels, storytelling, and rewards can be used to improve students’ motivation and engagement.

Movement can help students become more alert, focused, and ready to learn. It can support memory, creativity, problem-solving, and collaboration. The course will introduce fun and practical ways of connecting movement with learning through educational games, learning stations, role-play, drama-based activities, scavenger hunts, simulations, and outdoor challenges. We will also be exploring AI tools that make the creating process easier and faster for teachers.

Participants will also explore project-based learning and learn how to connect individual games and activities into a meaningful project. Students can start with an exciting challenge, work together through a series of missions, investigate a real-life problem, and create a final product or solution. In this way, games do not serve only as short classroom activities but become part of a complete learning journey.

The course will guide participants through the process of planning, creating, testing, and evaluating their own games and projects. Special attention will be given to collaborative learning, student-centred teaching, formative assessment, and adapting activities to different ages, subjects, abilities, and learning needs. We will be connecting physical activity and attention, the value of physically enacting concepts, and the contribution of social interaction to active learning.

By the end of the course, participants will have created a game-based and project-based learning experience ready to use in their classrooms. If you wish to get your students moving, thinking, laughing, creating, and learning together, this is the course to take.


Learning outcomes

The course will help the participants to:

  • understand the difference between game-based learning, gamification, playful learning, and project-based learning
  • explore the benefits of games and movement for students’ attention, motivation, creativity, and memory
  • use movement and gesture to create an active and engaging learning environment
  • integrate learning stations, role-play, simulations, scavenger hunts, and outdoor activities into regular lessons
  • use game elements such as challenges, missions, levels, points, progress, feedback, and rewards
  • connect games and gamified activities with clear educational goals
  • explore project-based learning and learn how to structure projects around real-life problems and challenges
  • develop students’ communication, collaboration, critical thinking, creativity, and problem-solving skills
  • encourage student voice, choice, responsibility, and independent learning
  • use games, quizzes, and challenges as effective formative assessment tools
  • balance competition and cooperation and create a positive classroom atmosphere
  • adapt games and movement activities to different ages, subjects, abilities, and educational contexts
  • explore digital and AI tools for creating interactive and collaborative learning experiences
  • plan, create, test, and evaluate a complete game-based and project-based learning experience

Tentative schedule

Day 1 – Introduction to the course

  • Welcome event; presenting participants, their schools, cities, and countries
  • Presenting the host organization and the city
  • Getting to know each other: icebreakers and team games
  • Introduction to the course and the schedule
  • Why we play: games as powerful learning experiences
  • Experiencing a short game-based activity from the students’ perspective

Day 2 – Learning through games

  • Game-based learning, gamification, and playful learning
  • Connecting games with learning goals
  • Games that develop communication, creativity, critical thinking, and collaboration
  • Creating a positive classroom atmosphere through play
  • Workshop: adapting a familiar game to a school subject
  • Guided walking tour 

Day 3 – Active learning and learning in motion

  • The importance of active participation in the learning process
  • How movement can support attention, memory, and creativity
  • Learning through gesture, physical action, and role-play
  • Learning stations and active classroom challenges
  • Moving breaks versus learning through movement
  • Workshop: transforming a traditional lesson into an active-learning experience

Day 4 – Gamification: turn learning into an adventure

  • Game elements: missions, levels, points, badges, feedback, and progress
  • Creating a story and purpose behind a learning challenge
  • Balancing cooperation and competition
  • Designing inclusive challenges for mixed-ability classrooms
  • Digital tools for quizzes, games, and interactive challenges
  • Workshop: gamifying an existing lesson

Day 5 – From games to project-based learning

  • Introduction to project-based learning
  • Student-centred learning and active work on real-life projects
  • Creating an interesting driving question
  • Developing leadership, teamwork, time management, and creativity
  • Using games as project entry events and formative assessment activities
  • Workshop: creating a game-based project plan

Day 6 – Games and projects beyond the classroom

  • Outdoor education and experiential learning
  • Scavenger hunts and location-based learning
  • Using nature, public spaces, and cultural heritage as learning environments
  • Team missions involving observation, movement, problem-solving, and creativity
  • Peer feedback and project improvement

Day 7 – Course closure and evaluation

  • Reflecting on the course and what we have learned during the week
  • Presentation of participants’ final game-based and project-based learning experiences
  • Sharing classroom implementation ideas
  • Creating a personal action plan
  • Course evaluation
  • Erasmus+ Certificate award ceremony

Available Dates

Location Date
Split
1791072000
4 Oct 2026
Split
1792281600
18 Oct 2026
Split
1793491200
1 Nov 2026
Split
1794700800
15 Nov 2026
Split
1795910400
29 Nov 2026
Split
1797120000
13 Dec 2026
Split
1799539200
10 Jan 2027
Split
1800748800
24 Jan 2027
Split
1801958400
7 Feb 2027
Split
1803168000
21 Feb 2027
Split
1804377600
7 Mar 2027
Split
1805587200
21 Mar 2027
Split
1806796800
4 Apr 2027
Split
1808006400
18 Apr 2027
Split
1809216000
2 May 2027
Split
1810425600
16 May 2027
Split
1811635200
30 May 2027
Split
1812844800
13 Jun 2027
Split
1814054400
27 Jun 2027
Split
1815955200
19 Jul 2027
Split
1816473600
25 Jul 2027
Split
1818374400
16 Aug 2027
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1818892800
22 Aug 2027
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1820102400
5 Sep 2027
Split
1821312000
19 Sep 2027
Split
1822521600
3 Oct 2027
Split
1823731200
17 Oct 2027
Split
1824940800
31 Oct 2027
Split
1826150400
14 Nov 2027
Split
1827360000
28 Nov 2027
Split
1828569600
12 Dec 2027

Specifics


Certificate : To obtain the Certificate of Attendance at the end of the course, participants must attend at least 80 % of the classes.
Schedule : During the week, classes take place either in the morning or in the afternoon depending on the trainers’ availability. The final schedule is provided no later than 2 weeks prior to the participants’ arrival. The course provider may make minor last minute changes to the schedule if the situation requires it.
Cultural activities : A guided walking tour is a part of each course. Upon arrival participants receive a brochure with a list of activities and places to see at each course location.
Equipment : Participants may be required to bring their own laptop or a tablet, depending on the course.
Course Fee : For a 7-day course 560 € for tuition and materials, covered with the course fee that participants get with the grant: 80 € per day.
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