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Image
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Publish in core platform
No
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Target audience
Digital skills for allDigital technology / specialisation
Digital skills Machine LearningDigital skill level
Basic Intermediate AdvancedGeographic Scope - Country
MaltaIndustry - Field of Education and Training
Generic programmes and qualifications not further defined Basic programmes and qualificationsTarget language
EnglishType of initiative
Local initiative
Target group
Persons in tertiary education (EQF 6)Typology of training opportunities
Course
Learning activity
e-learning coursework
Assessment type
OnlineTraining duration
Up to 1 week
Organization
Keith AquilinaIs this course free
Yes
Is the certificate/credential free
No
Type of training record
Single offer
Training Start date
2025
Effort
Part time light
Credential offered
Learning activity
Self-paced course
No
URL
Link Type
Organization url
Skip to content
Training Provider
Keith Aquilina
Target Group / Theme
Digital Skills of Teachers, Educators and Trainers
Course dates
16th September 2025 – 14:00 – 16:00
17th September 2025 – 14:00 – 16:00
18th September 2025 – 14:00 – 16:00
Sessions
3
Course Description:
This 6-hour course will equip participating educators to apply game-design principles into their teaching.
Session 1. Why Gamification? Foundations & Quick Wins
This session introduces the psychology behind gamification, including intrinsic and extrinsic motivation, self-determination theory, and flow. Participants will explore real-world examples and experiment with simple gamified strategies they can implement immediately, such as digital badges, progress bars, and low-stakes challenges.
Session 2. Designing Inclusive Gamified Experiences
Participants will dive into the design process, using frameworks like MDA (Mechanics-Dynamics- Aesthetics) and Bartle’s Player Types to create engaging, learner-centered experiences. The session emphasizes inclusive design, offering strategies to support diverse learners through choice, collaboration, and accessibility features.
Session 3. Evaluating Impact & Ethics
The final session focuses on evaluating the effectiveness and ethical dimensions of gamified learning. Educators will explore how to use analytics to monitor engagement, reflect on learner wellbeing, and address concerns around competition, screen time, and data use. The course concludes with a capstone challenge: designing and presenting a gamified lesson plan.
Delivery Method
Online Session
Registrations for this course are now fully booked



