Digital games are becoming increasingly popular among young people, and the games market has an estimated growth of 19.38% by 2025.
Game Based Learning vs Gamification
Porto, Portugal
6 days
Erasmus+ KA1
480€
🗒 Upcoming Dates
Course Status Label: Planned |Confirmed
Course | Start Date | End Date | Status | City | Game Based Learning vs Gamification |
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Game Based Learning vs Gamification | 06 Apr 2025 | 11 Apr 2025 | Planned | Porto | game-based-learning-vs-gamification-2 |
Game Based Learning vs Gamification | 01 Jun 2025 | 06 Jun 2025 | Confirmed ✔ | Porto | game-based-learning-vs-gamification-2 |
Game Based Learning vs Gamification | 24 Aug 2025 | 29 Aug 2025 | Planned | Porto | game-based-learning-vs-gamification-2 |
Game Based Learning vs Gamification | 31 Aug 2025 | 05 Sep 2025 | Planned | Porto | game-based-learning-vs-gamification-2 |
Game Based Learning vs Gamification | 16 Nov 2025 | 21 Nov 2025 | Planned | Porto | game-based-learning-vs-gamification-4 |
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Course Summary
Digital games are becoming increasingly popular among young people, and the games market has grown. The popularity of digital games can still be illustrated by the growing number of companies, conferences and publications devoted to the theme. At the same time, the continuous evolution of information and communication technologies (ICT) is leading to increased sophistication and potential of these games and their development for mobile devices.
Educational games for mobile devices are also becoming popular and their sales have surpassed non-mobile games. Mobile devices “seem to give their users a very strong sense of control and ownership which has been highlighted in research on motivation as a key motivational factor”. The idea of control has often been discussed in the context of the use of technology in learning. Ideally, students should perceive themselves as being in control of their learning process. Thus, the importance of freedom to define the tasks in which the students want to be involved is supported by the emphasis on control and motivation for learning.
There is also an increasing recognition of the need to integrate all students (with and without special educational needs) into regular education, as well as the importance of doing it properly. There’s a need for the development of learning approaches based on the media used by learners, which very definitely include games. The use of digital games as learning tools is known as Game-Based Learning. Gamification applies elements associated with video games (game mechanics and game dynamics) in non-game applications to engage the student in the learning process.
This course’s objectives focus on promoting the use of games in an educational context, as well as gamification strategies to engage students in the learning process. Through gamification processes, this course helps trainees to apply these ideas and how to use and produce learning activities with games.
Pricing
Costs can be supported with a Key Action grant under the Erasmus+ Program. Our pricing policy follows the official regulations on transparent costs.
Course fee: 480 euros per participant (6-day course).
What is Included?
- Welcome Kit - from Learning Together's Team;
- Quality Daily Program - designed by our innovative trainers;
- Welcome Session - for icebreaking and briefing, while enjoying Portuguese delicacies;
- Daily Coffee Break - to enjoy a morning break between peers & trainer;
- Logistic, Organizational & Administrative Support - from headquarters & LT Team;
- Full Daily Assistance - on-call+chat support throughout the whole week;
- Certification Ceremony - course validation, networking and farewell.
- Daily assistance and suggestions (accommodation, restaurants, sightseeing, hospitals…) – we also have a section on our website dedicated to Discovering Porto, Algarve, Lisbon and Madeira (eating, sleeping, sightseeing suggestions) that we always recommend our participants to check out.
Course Goals
Learning outcomes:
- Know the difference between Game-based Learning and Gamification innovative pedagogical scenarios;
- Know and apply Gamification processes in Educational contexts;
- Know and apply Game-based Learning activities in Educational contexts;
- Design a Gamification process using the seven characteristics of the innovative scenario;
- Design Game-Based Learning activities;
- Produce Games for Education;
- Improve ICT skills;
- Create/continue to implement an action plan to make schools and communities more sustainable;
- Teamwork and collaboration;
- Apply and/or adapt different concepts, ideas, and teaching methodologies to the ones practised in participants’ home country;
- Facilitate experience and cultural exchanges between European participants and Portuguese teaching personnel, which results in a fruitful international experience;
- Enhance communicative competencies in English and social skills;
- Promote intercultural awareness;
- Learn more about Portugal’s and Porto’s culture, heritage and society;
- Identify & share good practices that can be implemented at a local level.
Daily Program
- Welcome Session: dinner, icebreaking
- Meet & greet, networking – participants and staff
- Week briefing & planning
- Introduction – game-based learning vs gamification: a playful approach to learning
- Games presentation
- Why Games in School? Lucidity vs Serious learning?
- What is Game Based-Learning and Gamification? (Differences between them)
- The Gamification Process – Narrative as a motivational element;
- Rules: implicit or explicit;
- Tasks: the student must accomplish a set of tasks to level up (game logics);
- Levels: the student is motivated to improve performance through increasing difficulty levels;
- Competition: create a healthy competitive spirit among students;
- Collaboration: collaboration strategies between students;
- Motivation: extrinsic (tasks, goals, levels) and intrinsic (own interest or pleasure in the activity)
- Practical: Design & produce a Gamification
Process (Apps in education)
- Games to develop competencies & achieve learning objectives
- Game-based scenarios to develop collaborative skills, problem-solving, communication, critical thinking & digital literacy
- Practical: Design & produce a Game-Based Learning activity
- Practical: Plan activities using
Game-based Learning and
Gamification processes: Multiple
Choice; Scales; Word Cloud;
Open-ended; Augmented Reality;
Ranking
- Game-based Learning & Gamification as monitoring and evaluation processes in education
- Work presentations
- Learning outcomes’ validation
- Certification Ceremony
Note
The daily schedule/ program describes likely activities but may differ based on the trainer's discretion and objectives.
Classes are scheduled for either the morning or afternoon, based on the provider's preference.
If there's a particular topic you wish to cover, please mention it no later than 1 month in advance.
Get the Complete PDF Program HERE.
ENROLL NOW!
OUR GALLERY
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Target AudienceThis course is designed for a wide range of educational professionals including teachers, trainers, educational and career counsellors, school psychologists, headmasters, school administrators, and staff across primary, lower-secondary, secondary schools and higher education. It also caters to professionals in training centers, adult education schools, higher education institutions, and NGOs.
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CertificationParticipants who attend at least 80% of the course will receive a Certificate of Attendance.
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Additional InfoPlease note that the course may have participants from various school levels and English proficiency. You also may be required to bring your laptop.
Course Language: English
Equipment Required: Laptop -
2-Weeks CoursePair a confirmed date of this course with another confirmed course to effortlessly design a 2-week training (and enjoy a discount)! Contact us for more information.
What Do Our Course Status Mean?
Always contact us first, before booking any flights or accommodation.
Confirmed
This session/date is affirmed and will be held.
Planned
This session is a planned date and is open to enrollments.
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