Did you know that play is considered a vital part of cognitive development from early childhood through adulthood? Think about your favorite games—don’t they have a timeless appeal? Whether it’s hide and seek, puzzles, building games, or board games, there’s something deeply memorable and meaningful about play. These experiences tap into invisible threads that connect our memories, emotions, and motivations. At the heart of it all is the intrinsic motivation and deep engagement that games naturally inspire.
The new edition of the course “Discover the power of Game Based Learning and Gamification in education​” took place in Tenerife  from 13/07/2025 to 19/07/2025. The participants came from all across Europe, with Tereza Brebtová from ZŠ Hradec Králové, třída SNP 694 in Czech republic, Ana Stefancic Kricej from Inštitut Lila in Slovenia , Jonathan Guevorts and Thomas Lejeune from Collège Saint Louis in Belgium , Linda Pleskačová from Vyšší odborná škola a střední průmyslová škola elektrotechnická Františka Křižíka in Czech Republic,  Katarzyna Seremak from Publiczna Szkoła Podstawowa Integracyjna Nr14 im.Jana Pawła II in Poland, Anna Rettig from Deutsche Schule Sofia in Bulgaria, Christian Dohlhofer from Billrothstrasse 73 in Austria, Anna Kciuk from IV LO im. H. Sienkiewicza, Częstochowa in Poland,  Antonino Tornatore from Circolo Didattico di Zafferana Etnea in Italy, Alice Micol Moro and Giulio Giadrossi from Istituto Comprensivo Ai CAmpi Elisi in Italy.
The training week was designed like a game, unfolding in levels right from the start. Just like beginning a new video game, participants were invited to create their own characters to enter the experience. Through avatars, symbolic figures, and newly imagined superheroes, they introduced themselves by sharing their strengths and passions. This playful approach not only broke the ice but also highlighted the richness and diversity of the group—a true reflection of the variety found in every classroom.
At the end of Level Two, the “players” identified the most common gamification framework: a process in which eight key internal and external motivators drive human engagement. One practical activity involved a role-play, where participants embodied different types of video game players. This interactive experience offered a hands-on understanding of how various game-based motivations influence behavior and participation.
Level Three focused on game-based tools and apps. Participants explored a variety of traditional games and collaboratively reimagined them as dynamic learning tools to boost student engagement. After completing a series of challenges and activities, the “players” had the chance to design their own tools—both digital and offline—putting their creativity and new insights into practice.
In the penultimate level, the “players” experienced the most dynamic and engaging challenges yet. The day began with an outdoor scavenger hunt through the city center, followed by a digital escape room where teams worked together to solve riddles and puzzles. Building on these immersive experiences, participants then focused on designing gamified approaches for their own classrooms—tailored to the unique needs and characteristics of their students.
Having successfully completed all levels of the game, participants discovered creative ways to reinvent traditional games as powerful tools for learning. They also explored modern online platforms designed to boost student engagement and bring new energy into the classroom—proving that even small sparks of play can ignite meaningful learning experiences.

​Discover more about this course here.