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Manual
The document was created as part of the UpGameIn project and presents CHALLEDU’s methodology and best practices for designing and implementing educational games focused on inclusion and accessibility.
Through the desk research and the co-creation learning training workshop (ltta) between the partners organisations the first part of the resource library collection was created. It will include frameworks, methodologies and guidelines, good practices etc on how to make games more inclusive and accessible. This will disseminate the experience of partnership to
all other target groups. It will enable other game studios, educational organisations, NGOs working with vulnerable groups or VET centres to utilise the material and results of the project and multiply its objectives and outcomes. This way we will succeed in our scope to develop the skills of more game studios and VET organisations on creating more inclusive, equal, accessible games (either for entertainment or education). Moreover the new games that will be created by the partnership as well as the associated partners and the other game
studios will be easier to have accessibility and inclusivity features and thus to empower inclusion and accessibility of vulnerable or marginalised groups in the field of games.
The same will happen with games created or adjusted by Educational institutions for their Game-Based Learning pedagogy and didactics. This pedagogy will become more inclusive and accessible. Finally the activity will enable cooperation between partners as well as their associated partners empowering this way the cooperation between different organisations such as game studios, educational institutions, NGOs and businesses. In conclusion this activity will address the key European priorities for adaptation of VET education on labour needs and enhancement of inclusion and diversity in the game field.
Challedu has designed numerous types of games throughout the years. This experience is manifested in better management and familiarity in the games’ creation process, with special focus in the games we specialize, that are created through an educational and social perspective.
An important aspect in game design, is to include target groups in the game creation process. For example, including the target groups in brainstorming, in the beginning of the actual creation process, will provide adequate and precise parameters in the overall process.
Focusing on the co-creation methodology, it is a lively and engaging process that goes beyond game creation. If it is organized and implemented correctly, it can bring social change in the local communities and through International partnerships, it can have worldwide outreach. This methodology fosters an overall community engagement and creates a space for NGOs, volunteers and communities in local and international level, making it a significant method in the social and educational games sector.
This specific method requires that the game creators are active and motivated in aspects outside of the classic game designer role.
In the final stages of the game design process, the playtesting is a fertile ground for the polishing of the game and should be monitored thoroughly, with questionnaires and open discussions in order to get feedback on the creation process. It is a good practice to bring the game designers in direct contact with the target groups, as well as educators and professionals working with them) through video calls, playtesting sessions, events.
Another important aspect is the creation of a template that includes accessible and inclusive game design practices and features. This template should always remain open for review by the target groups.
In conclusion, Accessibility and Inclusivity is achieved through continuous research, inclusion of multiple people in the process and maintaining quality standards.
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http://toolbox.salto-youth.net/5566
This tool addresses
Social Inclusion, Disability
It is recommended for use in:
Training and Networking
The tool was created by
Unknown.
(If you can claim authorship of this tool, please contact !)
The tool was created in the context of
UpGameIn Project
The tool was published to the Toolbox by
Asimina Brouzou (on 31 March 2026)
and last modified
27 March 2026
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