Why Choose EduExpert
We are deeply familiar with the Erasmus+ programme, and we support schools throughout the entire process—from preparation and documentation to on-site assistance and post-course follow-up. Our goal is to make participation smooth, enjoyable and professionally rewarding for both teachers and coordinators.
Level Up Your Lessons – Gamification and AI Tools to Boost Student Engagement-CONFIRMED
- Hunter Niederhauser
- 35 lessons, 7 days
- English - B1/B2
- 12 July 2026
This dynamic, hands-on course blends the power of gamification with the possibilities of artificial intelligence to help educators create modern, engaging, and effective learning experiences. Participants will explore a wide variety of online tools—ranging from classroom-tested quiz and game platforms to cutting-edge AI applications—to boost student motivation and interactivity. Through practical workshops and collaborative projects, teachers will gain the confidence and skills to integrate these technologies into their teaching in meaningful and responsible ways.
Aims and Objectives
- To introduce teachers to effective gamified platforms and AI tools for classroom use.
- To build practical skills in designing, creating, and delivering interactive, tech-enhanced lessons.
- To promote critical thinking and responsible AI usage in educational settings.
- To inspire creativity and innovation in lesson planning.
Learning Outcomes
By the end of the course, participants will be able to:
- Use gamification platforms such as Quizlet, Kahoot, Blooket, Wordwall, Genially, etc.
- Integrate AI tools such as ChatGPT, Canva AI, Grammarly, and others into lesson planning.
- Design and implement digital learning activities that are interactive, inclusive, and fun.
- Recognize the ethical implications and limitations of AI in education.
- Encourage student engagement and digital literacy through innovative teaching practices.
Target Audience
Educators of all levels (from kindergarten to university), especially those who want to make their lessons more interactive, student-centered, and future-oriented using digital and AI tools.
Please click here to register if you wish to participate in this course.
Short Description
Class Times
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Day 1: Arrival, introduction of the course and the location, introduction of the participants
Registration during the day
14.30 – 15.00: Familiarisation with the site, health and safety briefing
15.00 – 17.30: Introduction of the course and trainer, introduction of the participants – 5 minutes for each participant to introduce themselves and their institution and the objectives they wish to achieve by completing the course
18.00 – 19.30: Informal get-together with the course participants over dinner.
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Day 2: Foundations of Gamification
Engagement Through Play
Principles of gamification in education
Motivation, feedback, rewards, and game mechanics
Hands-on exploration of classroom gamification platforms:
– Kahoot
– Quizlet
– Blooket
– Designing simple quizzes and games for different age groups
-Best practices and common pitfalls
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Day 3: Designing Interactive Learning Experiences
1. Advanced gamification tools for content creation:
-Wordwall
-Genially
2. Creating interactive presentations, escape rooms, and digital games
3. Differentiation and inclusion through gamified tasks
4. Collaborative lesson design in small international groups
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Day 4: AI as a Teaching Assistant
Introduction to AI in education: what it can and cannot do
Exploring AI tools for lesson planning and content creation:
ChatGPT
Canva (AI features)
Grammarly
Prompt writing for educators
Using AI for differentiation, assessment ideas, and feedback
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Day 5: Using AI Wisely in Education
Ethical implications of AI in schools
Data protection, bias, transparency, and academic integrity
AI limitations and misinformation
Teaching students critical AI literacy
Responsible use policies and classroom guidelines
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Day 6: From Tools to Teaching Practice
Blending gamification and AI in lesson design
Project-based and collaborative learning with digital tools
Evaluation and assessment in tech-enhanced lessons
Final group project: designing a complete gamified, AI-supported lesson
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Day 7: End of the course – cultural programme
8.30 – 10.00: What did I learn this week? Preparing for dissemination – 5 minute presentation from each participant
10.00-10.15- Break
10.15-11.00: Evaluation and feedback of the course
Certificates, attendance certificates
Certificate issue – photography
11.30-16.00: Cultural programme – boat trip
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