

DISSEMINATION
“Why Gamification is Essential for Adult Learning”: Presentation of Erasmus+ Project
Our colleague RocÃo Garcia, from AIFED, has published an article on EPALE - "Games4You: Gamification as the Not to be Missed Essential of Adult Learning" in which she discusses why gamified learning is valuable in adult education context and the primary objectives of the Erasmus + Games4You project.


Gamification X Education

Games4You Blog get 1000 readers
We are extremely happy and grateful... WE'VE SURPASSED 1,000 READERS ON OUR GAMES4YOU PROJECT BLOG!!!!
We encourage you to take a look at our new blog entries from the last few days Blog | Games4you
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Presentation Erasmus + project Games4You on EPALE
Our colleague Ana Ferrando, from Avanzo, has published a post introducing the project aims and activities in the EPALE website, as a way to bring awareness of the project to adult educators all across Europe. Read it at: https://epale.ec.europa.eu/nl/blog/erasmus-project-games4you

ERASMUS DAYS
We’re thrilled to share that we recently participated in the GAMES4YOU meeting as part of the Erasmus Days 2024 celebrations! Young people from across Europe gathered to learn how to use avatars and explore digital learning platforms such as Kahoot! The session was filled with interactive activities, giving participants hands-on experience with tools that make learning more engaging and fun.
This event highlighted the importance of the EU’s Erasmus+ program, which empowers youth with opportunities for education, training, and exchange across Europe. Together, we’re shaping the future of education and fostering a stronger, connected Europe!

International Day of Sign Languages!
we celebrate International Day of Sign Languages! This day reminds us of the importance of inclusion and equal access to education for all, regardless of communication barriers.
At Games4You, we share this vision . We empower educators with innovative methods that make learning dynamic and engaging. Just as sign languages break down communication barriers, we promote continuous learning, strengthen digital education , and offer alternative pathways for learners of all kinds.
Join us in transforming education together!






Harnessing the Power of Gamification in Education!
Gamification is revolutionizing education by introducing game-like elements into learning experiences. Whether it’s earning points, unlocking badges, or competing on leaderboards, this approach significantly boosts student engagement and motivation.
Research shows that gamification not only makes learning more enjoyable but also improves learning outcomes. By leveraging our innate desire for competition and achievement, we can create interactive and immersive educational environments.
Let’s encourage the use of gamification in our classrooms and help our students succeed through the joy of play!








Presentation of the project at Vocational Center E-DISNET - 03.12.2024
On 3rd December 2024, ASEDDEDIPE successfully hosted the presentation of the Erasmus+ project “GAME-BASED DIGITAL E-LEARNING – PLAYING TO TEACH” (GAMES4YOU) at the Vocational Center E-DISNET! This event marked the culmination of months of commitment and collaboration aimed at enhancing adult education through international partnership, innovative learning tools, and gamified training approaches. With the participation of stakeholders, VET trainers, adult and youth educators, and learners, the event showcased how playful, digital methods can create real transformation in lifelong learning.
Key Highlights:
Presentations featured project objectives, learner experiences, and innovative tools, demonstrating the personal and professional growth that can be achieved. Attendees engaged with interactive sessions and shared best practices in digital and game-based learning.
Impact Achieved:
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Empowerment of Adult Learners
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Participants learned how the project can improve their confidence, digital literacy and training techniques through gamification.
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Strengthened Partnerships
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The event strengthened links between local partners, promoting dialogue on inclusive lifelong learning approaches. Plans for future partnerships were discussed and launched.
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Community Awareness and Engagement
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The event significantly raised awareness of Erasmus+ opportunities among adults and local institutions. Community members expressed strong interest in participating in future initiatives.
Dissemination and Sustainability
Participants were informed that all project outputs, including tools and training modules, will be accessible online. Feedback from participants will be used to further improve and scale up the resources developed. A heartfelt thank you to everyone who contributed to the success of this initiative. The enthusiasm and collaboration shown at the event reflect our shared commitment to making education more accessible, engaging, and inclusive.
Presentation of the project at the Circus Tent (Winsen, Germany) - 15.06.2024
In June 2024, we were able to showcase our project to 11 organizations in the frame of the Circus Tent event celebrated in Winsen, Germany. We introduced the project’s goals and the materials to be developed for adult educators. We also delved deep into the importance of implementing gamification as a tool in adult education and its benefits in the motivation and the creation of dynamic lessons for adult learners. We received positive feedback from the adult educators present at the event.

