2025 Gamification of Learning: Designing an engaging classroom experience

tue11feb(feb 11)15:00thu20mar(mar 20)17:00Online Event2025 Gamification of Learning: Designing an engaging classroom experienceLocation:Online

Event Details

Ever felt your learners should be more engaged?

Gamification is a pedagogical approach that builds on the psychology of human engagement and capitalises on the exciting, motivating and engaging strategies and design ideas that we can find in games.

Applied in the educational context, it transforms attitudes towards learning. It creates an immersive, entertaining experience. Such a hands-on approach helps students to connect with their learning and improves concentration, determination to succeed or overall knowledge retention.

This online workshop led by Rob Alvarez and Bernardo Letayf is an entry-intermediate level training for learning professionals who have none or limited experience with Gamification.

The training focuses on five steps every educator can take to gamify the student learning experience. These five steps have derived from interactions with over 300 experts through Rob Alvarez’s Professor Game Podcast, years of experience creating interactive learning experiences during his time at IE Business School in Madrid and around the world through his consulting and workshops.

The online training consists of six live sessions. In between the live sessions, participants will work asynchronously (individually, as well as in peer groups) on an individual project based on their specific challenges.

Throughout the training participants will:

  • explore gamification as a way to create a learner experience
  • get hands-on experience with using gamification to design a course/lesson, address a workplace challenge
  • deliver a prototype of a gamified course/lesson/workplace process
  • receive individual as well as peer feedback to apply the newly gained insights in practice


This online workshop is designed for learning professionals as well as programme directors and designers, who have none to limited experience with gamification and who are interested in incorporating new methods to increase student’s engagement and performance levels.


February 18; 15:00-16:00 CEST: Introductory session
February 25; 15:00-17:00 CET: Live session 1
March 1; 12:00 CET: Assignment 1
March 3; Peer feedback 1
March 4; 15:00-17:00 CET: Live session 2
March 11; 15:00-17:00 CET: Live session 3
March 14; 12:00 CET: Assignment 2
March 17; Peer feedback 2
March 18; 15:00-17:00 CET Live session 4
March 27; 15:00-17:00 CET Feedback and closing


After completing all assignments, course participants will receive a digital badge*.

Criteria for receiving a badge:

  • 80% attendance of live sessions
  • Submitting two individual assignments
  • Submitting two filled-in peer feedback forms

The submission platform for all assignments including peer feedback is Slack.

*Digital open badges are a tool to recognise learning and training and to allow recipients to showcase their skills and achievements. Metadata are embedded in their image to allow for quick verification of the credentials. The badges are linked to a verified webpage that contains information about who earned the badge, how it was earned, who is the issuer, what skills the badge holder gained or any additional evidence linked to the training.


This workshop will be run using Zoom. To ensure the best Zoom experience, we recommend that you install the latest version of Zoom Client for Meetings. If you are not familiar with Zoom, you can test the tool via this weblink.


Keep me Informed


  • Bernardo Letayf

    Bernardo Letayf

    CEO of bluerabbit.io, Gamification speaker and consultant

    CEO of bluerabbit.io, Gamification speaker and consultant

  • Roberto Alvarez Bucholska

    Roberto Alvarez Bucholska

    Founder of Professor Game podcast, Adjunct professor, IE Business School

    Founder of Professor Game podcast, Adjunct professor, IE Business School




february 11 (tuesday) 15:00 - march 20 (thursday) 17:00