Gamification in education refers to the use of game design elements and principles in non-game contexts, such as learning environments, to engage and motivate students. This can include points, badges, levels, challenges, or interactive storytelling, all designed to make learning more dynamic and enjoyable.
One effective form of gamification is the use of online escape rooms, where students must solve quizes, riddles and complete tasks to “escape” or reach the final goal. These activities encourage critical thinking, collaboration, and active problem-solving, making learning both fun and meaningful.
We created online escape rooms using the Genially platform, focused on the topic of stimulants and identifying behavioural changes in teenagers who may be using drugs. You can use material for free during your everyday work with youth. As well as challenge your team or colleagues. It helps to update knowledge in amusing way to be better youth worker and answer to needs of youth. You can find links to the escape rooms at the bottom of the page.
By turning a serious and important subject into an interactive game, students are more likely to engage with the material, retain information, and develop awareness in a way that feels relevant and memorable.
Gamification is effective because it:
- Increases motivation through goals and rewards.
- Encourages active participation rather than passive learning.
- Enhances memory retention by linking learning with emotions and experiences.
- Promotes curiosity and exploration in a safe environment.
Through gamified learning, especially in sensitive areas like substance abuse prevention, students can build knowledge and critical thinking skills in a way that feels natural and empowering.
Links to materials ⬇️
Escape room: stimulants (what would you do)
🤔 Doesn’t work? Contact one of us ⬇️
Ampersand – The North Macedonia – ampersand.skopje@gmail.com
Cre-Active – Poland – office@cre-active.org.pl
IOVA – Türkiye – iovakultursanat@gmail.com