This handbook is the third of three handbooks produced within the project “Gamifying Education”. It introduces different types of games for learning and provides ready-to-use educational games that can be applied to school, summer camp, youth center or training environments.
This handbook is the second of three handbooks produced within the project “Gamifying Education”. It introduces different types of games for learning and provides ready-to-use educational games that can be applied to school, summer camp, youth center or training environments.
In the first episode of our last podcast season, Zbyszek Janczukowicz, founder of Nausika Fundacja Edukacyjna (Poland), shares his passion for educational live action roleplay games.
On the last episode of our second season of “Gems of Youth Work", Antonis draws from his experience of applying gamification to youth work and education and shares his insights on the importance of motivation in educational processes.
On the first episode of our second season of “Gems of Youth Work", we discuss what the benefits of game based learning are and what we should not forget when working with youth and learning. Javi shares what is important when creating educational board games and what to keep in mind when doing it internationally.
The Learn2Play e-course is an online learning adventure that introduces educational game design basics to youth workers, youth leaders and educators. The e-course has been developed under the Erasmus+ Strategic Partnership project named Learn-2-Play and is absolutely free.
This handbook is the first of three handbooks produced within the project “Gamifying Education”. It introduces different types of games for learning and provides ready-to-use educational games that can be applied to school, summer camp, youth center or training environments.
This manual is one of the project results of the long-term project “E-scape: Exploring Supportive Creative Alternative Paths for Education”, and it explains step by step all necessary elements for creating an educational escape room and guides through the concept of designing educational escape rooms.
Ever thought how being stuck in a room full of locks and puzzles can be educational, or how to design such an experience for social change? The second episode of "Gems of Youth Work" Pasquale Lanni from Associazione EUfemia and Escape4Change might spark some ideas!
"Breakout Box" is another cooperation between Shokkin Group Estonia, Be International, and Ticket2Europe that started in the summer of 2021. Game-based learning is the incorporation of game methods into the learning process. These games can be very different, from computer games to board games or even escape games.