Training Course for Youth Workers

Gamification as a Tool for Youth Engagement

28th May – 1st June, 2018

Polytechnic Institute of Santarém (Portugal)

Digital gamification for youth engagement (Y-Game) project

AGREEMENT NUMBER: 2016-3640/001-001 ERA-CAPBUL Erasmus+ Programme: Capacity Building in the field of youth

Welcome!

This work is about a workshop created regarding gamification for youth engagement. The content created and shared was with the intent of introducing the concept of gamification providing the knowledge regarding the framework in which it was built upon (games) and showing how it connects with human psychological and emotional traits.


Trainers: Ana Torres, Ana da Silva, Mário Duarte, Paulo Martins and João Costa

Methodology: Expository Method with Feedback Request

Evaluation: Gamified Quizzes (Kahoot!)

Total Course Time : 14 hours and 15 minutes


Games (1h15)


Games are the genesis of gamification. This module was created to prepare the audience in a way so they could understood later on how games relate to gamification and what are some game mechanics that can be used. The subject was presented in an expository manner through a visual presentation of the different subjects using some multimedia resources and at the same time trying to engage the audience with the subject asking for their input and questions. At the end of the module, a gamified quiz (Kahoot!) was used to evaluate how well the subject was understood by the trainees. This evaluation tool was used all through all the course.


  • What is a game?
  • A Brief History of Games
  • Myth-Busting - What’s true and what’s not
  • Elements in a game
  • Defining the traits that make a game fun
  • Obstacles and Their Importance in Games
  • Intrinsic and extrinsic rewards
  • Emotional Rewards
  • Pride & Happiness in Gaming
  • A Game Explained (an example of a single game and how it meets the rules of fun)
  • Bartle’s Player types
  • Work in Games
  • Learning from Games


In this module were shared some of the more theoretical aspects of gamification related with some principles regarding what gamification is, how does it differs from games, what are some wrong ideas that can arise from the concept, some examples how gamification is already applied in the day-by-day life, referring the importance of a person's specific profile in the experience, how gamification can be applied in education along with the example of some tools that can help to improve the gamification experience (VR and AR). By the end of this module the trainees should be able to understand some core aspects that are the base for a successful gamified experience as well as have some knowledge about some numbers related with what gamification has already achieved. Like in the previous module, some Kahoot!s were played by the trainees as a way of reinforcing the knowledge gained as well as understanding how well the audience has understood what was explained.


  • What is Gamification?
  • Gamification - different methods, same purpose (Serious Games, Alternative Reality Games)
  • Misconceptions
  • Gamification vs Games - What gives?
  • Gamification in Your Life Now
  • How to Clarify Your Expectations of Gamification Projects
  • Know Your Audience for Gamification
  • Understanding the Person in Terms of Gamification Design
  • Demographics and the Player Persona in Gamification
  • Professional Information and the Player Persona in Gamification
  • Statistics - Market value
  • Learning in gamified environments
  • How
  • Case study
  • Enter the simulation - Virtual Reality and Augmented Reality, a new stage for gamification


The module "Implementing Gamification" was created with a more practical mindset regarding the definition of a gamification strategy. Although still following the expository scheme from the previous modules, the contents were oriented in the sense of applying gamification in a real scenario. More than concepts, these topics are meant to be able to be directly applied in a gamification experience. Understanding this module, the trainee is prepared to create his or hers own gamification experience, as the most relevant aspects of a successful experience were compiled in this module. Like with the previous modules, the evaluation was made with some Kahoot! quizzes.


  • Introducing Game Mechanics for Gamification (Reasons to Play)
  • Entry Point - Simplistic concepts: Points, Badges and Leaderboards
  • Elements of Making Addictive User Experiences
  • The Gamification Game Plan
  • Economy and Engagement
  • Rules and Constraints
  • Definition of a path - the way to let players make decisions while not straying (unknowingly) from a predefined path (flux theory)
  • Urgency and Optimism
  • The creation of meaning in a gamified experience
  • The Use of Story and Emotions in Gamification
  • Epic Challenges
  • Motivational Drivers and Gamification
  • Types of Fun
  • Motivation, the force behind creation
  • Natural motivation
  • Instilled motivation
  • The gregarious being - a need for social interaction
  • Relationships and Gamification

Gamification and Youth Education or Work (2h30)


This module was dedicated to the presentation of some case studies as well as passing some complementary information in a more philosophical way with the intent of encouraging the trainees to try to go beyond what was thought in this course, and motivate them to use creativity and critical thinking to develop their own experiences.


  • Case studies / Examples
  • SmartGate
  • Novabase - In the Land of Kroilon
  • ideaChef
  • Skip Tutorial?
  • Each stage a new level
  • Experience and Progression
  • Defeating bosses
  • Achieve your own success