About
Gamification in Education
"Designing Engaging Learning Experiences with Games, AI & Immersive Tools"
Type: Erasmus+ Training Course for Teachers, Educators & School Leaders
Duration: 5 days (4-6 hours per day)
Location: Vilnius, Lithuania
Target Audience: Teachers (primary, secondary, VET), Adult Educators, NGO Staff, School Leaders
Focus: Gamification, AI tools, immersive learning, learner motivation, digital classroom innovation, game-based learning
Course Objectives
Understand core principles of gamification and their application in education.
Explore how AI and immersive tools (like VR) can enhance learning experiences.
Design motivating and interactive lesson content using game mechanics.
Apply storytelling, feedback systems, and learner tracking in lesson planning.
Build a sustainable, engaging digital environment using gamified strategies.
Course Structure
Day 1 – Level 1: Welcome to Gamification (4-6 hours)
Objective: Build a shared understanding of gamification and explore its potential in education.
Topics:
Gamification and game-based learning
Benefits, risks, and educational value
Activities:
Icebreaker: Quiz about Europe, presenting “wayground”
Interactive Session: Definitions, examples, and misconceptions
AI Tool Demo: Educaplay and MagicSchool AI for simple gamified tasks
Word Cloud: Game elements in teaching (Padlet/WordArt)
Tools Used:
Padlet
Educaplay
MagicSchool AI
WordArt
Wayground
Output:
Personal chatbot assistant with 3–5 go-to prompt templates, uploaded to Padlet
Day 2 – Level 2: Game Mechanics & Smart Design (4-6 hours)
Objective: Learn how to use game logic and mechanics to design engaging educational experiences.
Topics:
Game mechanics (points, badges, levels, leaderboards)
Aligning mechanics with learning goals
Immersive learning – introduction to VR
Activities:
Game Deconstruction: Analyze popular games using MagicSchool AI and Wayground
Design a Lesson Idea: Using points or levels
Guided VR Tour: With tools like Google Expeditions or CoSpaces, followed by a reflective task
Tools Used:
MagicSchool AI
Wayground
Google Expeditions / CoSpaces
Output:
A lesson plan using game mechanics like points, levels, or leaderboards
Day 3 – Level 3: Gamified Tools in Action (4-6 hours)
Objective: Create and test gamified content with AI and interactive tools.
Topics:
Designing quizzes, challenges, and interactive learning
Narrative layers and student engagement
Peer collaboration and feedback
Activities:
Tool Rotation Lab:
Wayground for multiplayer quizzes
Edpuzzle for gamified video learning
Educaplay for puzzles and word games
Design a Two-Tool Mini-Lesson
Peer Playtesting and Group Feedback
Tools Used:
Wayground
Edpuzzle
Educaplay
Quillionz
Output:
2–3 gamified lessons or activities for use in the classroom
Day 4 – Level 4: Immersive Learning & Storytelling (4-6 hours)
Objective: Use VR and sound tools to build immersive, narrative-driven lessons.
Topics:
Using VR for deeper engagement
Story-based learning and student roles
Sensory elements: mood, sound, immersion
Activities:
VR Classroom Simulation: Using CoSpaces Edu
Design Narrative Experiences: Create choose-your-path games, roleplay, or story quests
Create Immersive Soundscapes: Using Suno or Soundtrap
Tools Used:
CoSpaces Edu
Suno
Soundtrap
Output:
A narrative-driven immersive experience using VR or sound tools
Day 5 – Level 5: Your Gamified Teaching Toolkit (4-6 hours)
Objective: Wrap up the course with personal action plans and resource creation.
Topics:
Planning your gamified environment
Google tabs and bookmark folders management lesson
Choosing tools that align with your learners
Sustainability, accessibility, and inclusion
Activities:
My Gamified Toolkit: Build your own set of tools, platforms, and methods (Google tabs)
Design a Gamified Lesson/Unit: Create a lesson or unit to use back home
Peer Review + Trainer Feedback
Final Reflection: “What’s your educator power-up?”
Tools Used:
ChatGPT
MagicSchool AI
Outputs:
Ready-to-use gamified lesson or project
Personalized teaching toolkit
Peer-reviewed improvement plan
Additional Information
Methods Used:
Hands-on labs, tool testing, peer collaboration, project-based learning, reflection activities
Certificate:
Certificate of attendance aligned with Erasmus+ requirements
Europass-compatible learning outcomes available upon request
Expected Learning Outcomes
By the end of the course, participants will be able to:
Apply gamification frameworks to lesson planning.
Use AI and VR tools to boost engagement and learning depth.
Create gamified assessments and collaborative classroom projects.
Promote learner motivation through game elements and storytelling.
Build a personalized digital environment with sustainable strategies.
Please note that each program can be changed and adapted to the group's needs. The course duration can be made shorter or longer, and the content may also be adjusted. All the details can be discussed via email at info@ivaigo.lt.
