Game-Based Education: Where Practice Leads the Way KA153 Training Course

Game-Based Education: Where Practice Leads the Way

Game-Based Education: Where Practice Leads the Way

Education is recognized as a fundamental element in the lifelong development of individuals and an indispensable component in the construction of social progress and individual competence. However, the needs, learning styles, and attention spans of today's youth clearly reveal the limitations of traditional teaching methods. In particular, classical education models based on passive learning, low participation, and theory-focused approaches may be insufficient in capturing the attention of young individuals, motivating them to learn, and making knowledge permanent.


With the development of technology, individuals' access to information and approach to learning have changed. Especially in an era where digital games are integrated into every aspect of life, there is strong evidence that the interaction, feedback, rewards, and competition elements offered by games can also produce effective results in educational environments. In this context, the concept of gamification has emerged as an innovative and effective method in education in recent years.

Gamification refers to the integration of game-specific design elements such as points, levels, badges, quests, and stories into educational processes. This method makes learning environments more appealing, enjoyable, and interactive, encouraging participants to become more involved in the process. Learning experiences created through gamification not only convey information but also strengthen participants' intrinsic motivation, encourage active participation, boost self-confidence, and support the sustainability of the learning process.

Additionally, gamification requires a different mindset and preparation process from both the educator and the participant. Youth workers who lack sufficient knowledge and guidance may struggle to integrate this innovative approach into their educational processes. This situation prevents the full potential of gamification in youth work from being realized.

Project Duration: 7 Days + 2 Days Travel

Project Location: Adana\Türkiye

Participants Number: Each Sending Organization will send 5 youth workers

We have already partners from Estonia, Romania, Bulgaria

This project has been viewed 57 times.
We're looking for:
3 more partners
from Erasmus+: Youth in Action Programme countries
Deadline for this partner request:
2025-09-15

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Project overview

Game-Based Education: Where Practice Leads the Way KA153 Training Course is a project by
Çukurova Gelecek Nesil Gençlik Association
taking place
from 2025-08-12 till 2026-08-12
This project relates to:
Training and Networking
and is focusing on:
  • Entrepreneurship
  • Innovation
  • Integration
  • Media and communication
  • Non-formal learning

Short URL to this project:

http://otlas-project.salto-youth.net/18520

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