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Digital Games and Storytelling for Engaging Learning

Course Description This course explores digital game-based learning and digital storytelling as powerful tools to increase student motivation, participation and learning outcomes. Participants discover how narrative, choice, challenge and feedback can transform lessons into meaningful learning experiences. The course introduces simple and accessible tools for creating interactive stories, educational mini-games and gamified activities, while also addressing issues such as inclusion, ethics and healthy digital habits. Special attention is given to using games and stories to support disadvantaged learners, language development and 21st-century skills.

Learning Outcomes

Participants will:

  • Understand key principles of game-based learning and gamification.

  • Recognise how digital storytelling supports language, creativity and emotional engagement.

  • Explore digital tools to create interactive stories, quizzes and mini-games.

  • Design game-based activities that align with curriculum goals.

  • Incorporate narrative elements into a range of subjects.

  • Use games and stories to support inclusive and differentiated learning.

  • Address digital wellbeing and responsible game use with learners.

  • Evaluate and reflect on students’ gaming and storytelling products.

  • Document and share game-based projects as educational outputs.

  • Build confidence in experimenting with playful, student-centred pedagogies.

Course Details

Target Group
Teachers at all levels, school leaders, youth workers, NGO staff and adult educators interested in using digital games and storytelling in education.

Methodology
The course follows a learning-by-playing and learning-by-creating approach: participants experience games and stories, analyse their pedagogical value, then design their own activities. It includes demonstrations, hands-on labs, group design tasks, peer feedback and reflection. Emphasis is placed on practical classroom application with low-threshold tools.

Course Objectives

  • Introduce core concepts and research behind game-based learning.

  • Demonstrate tools for interactive storytelling, branching narratives and quiz games.

  • Support participants in designing gamified units and storytelling projects.

  • Promote inclusive, student-centred approaches for diverse groups.

  • Integrate transversal skills (collaboration, creativity, communication) into game-based tasks.

  • Strengthen educators’ digital pedagogical competence.

  • Encourage critical thinking around media, games and digital culture.

  • Provide ready-to-use templates and examples for different subjects.

  • Enhance participants’ ability to evaluate the impact of game-based learning.

  • Inspire long-term projects on digital creativity and storytelling.

Tentative Schedule

Day 1 – Arrival and Introduction

  • Welcome and ice-breakers: “Your favourite game or story”

  • Overview of game-based learning and digital storytelling

  • Group discussion on current practices and challenges

Day 2 – Foundations of Game-Based Learning

  • Why games work: motivation, flow, feedback and challenge

  • Gamification elements (points, badges, levels, quests)

  • Trying sample educational games and analysing their design

  • Group work: mapping game mechanics to learning outcomes

Day 3 – Digital Storytelling Lab

  • Narrative structure, character, setting and conflict in education

  • Tools for digital storytelling (slides, comics, simple video, story apps)

  • Hands-on: creating a short digital story for a chosen topic

  • Peer feedback and improvement

Day 4 – Designing Game-Based Activities

  • Low-tech and no-code game formats (escape rooms, board games, quizzes)

  • Digital quiz and challenge platforms

  • Group design sprint: planning a gamified lesson or mini-project

  • Inclusion focus: adapting games for diverse learners

Day 5 – Implementation, Assessment and Digital Wellbeing

  • Assessing learning in game-based and storytelling projects

  • Digital wellbeing, healthy gaming habits and online safety

  • Documenting and showcasing student work

  • Linking game-based learning to institutional strategies

Day 6 – Final Projects and Action Plans

  • Finalisation and sharing of participants’ game/story projects

  • Reflection, peer review and improvement

  • Personal and institutional action plans

  • Evaluation and certificates

Day 7 – Departure Day

  • Cultural activities and networking