Two Years of Games4You ERASMUS+ 2023-ES02-KA210-ADU-000174566)
- 1 feb
- 3 Min. de lectura

The Erasmus+ Games4You project concludes after two years of collaboration between the partners AIFED (Spain), AVANZO (Belgium), ASEDDEDIPE (Greece) and CPMF (Bulgaria). Its purpose has been to demonstrate how gamification can become a powerful tool for adult education, producing manuals and methodologies that now constitute a shared legacy.
The 4 manuals provide comprehensive information on gamification:
📘 Module 1: Introduction to digital gamification for adult education: A basic guide explaining what gamification is and how it can be applied in learning contexts.
📗 Module 2: Principles and theories of gamification with digital tools: Presents the pedagogical and psychological foundations that support the use of games as an educational strategy.
📙 Module 3: Tools and technologies for gamification: Collects applications, platforms, and digital resources that make learning more dynamic in practice.
📕 Module 4: Practical advice with strategies to integrate games into educational environments: Offers concrete recommendations and examples so that educators can apply gamification in their daily work.
The 4 methodologies provide adapted material for different target groups:
🎲 For unemployed adults: games that strengthen transversal skills and motivation in job-seeking processes.
♿ For adults with disabilities: adapted dynamics that promote accessibility, participation, and confidence.
🔒 For adults in prison: results showing how games can be a bridge to motivation and reintegration.
👥 For intergenerational groups: activities that foster dialogue and shared learning between young and older adults.
Reflections from Granada: digital divide and accessibility
At the final event held in Granada on October 28, 2025, Dr. Mohamed El Homrani Maknuzi (University of Granada) opened the roundtable with a reflection on the digital divide. His contributions set the tone for the meeting:
§ Today, illiteracy is digital: without access or knowledge, citizens are excluded.
§ The digital divide takes multiple forms: academic, political, executive, and socio-cultural.
§ Internet penetration figures show deep inequalities: more than 90% in Europe and America, compared to less than 30% in Africa.
§ Groups especially affected: people over 60, migrants and refugees, people with disabilities, women, and low-income groups.
§ Accessibility is key: just as a building without ramps excludes, many digital applications are not adapted.
These reflections connected directly with the spirit of Games4You: using play and technology in a prosocial way, to motivate and empower those most at risk of being left behind.
Shared experience: stakeholders and gamified practice
After the roundtable, the day continued with the presentation of the four modules and four methodologies of the project. The event brought together a wide group of stakeholders: representatives from Albolote Prison (school management and director of treatment), teachers from the AVOPRI association, as well as colleagues from the four project partners.
The methodology applied in prisons received special attention, given the interest previously expressed by participants. To reinforce the message and tangibly demonstrate the value of gamification, a classroom game inspired by the project’s dynamics was organized: a competition that allowed participants to learn facts about Belgium, encourage participation, and culminate with a prize for the winner.
This practical exercise not only served as a demonstration but also gave continuity to the initial reflections on inclusion and accessibility, showing how play can become an effective tool to overcome barriers, motivate, and bring together different adult profiles.
The project ends, but the inspiration and materials remain active
The Granada event closed two years of collaborative work in Games4You. The manuals and methodologies developed will continue to inspire European educators and will be available free of charge on the project’s website. Beyond the materials, the project reminds us that digitalization and gamification must be inclusive, accessible, and prosocial.
The roundtable and gamified practice showed that the digital divide remains a global challenge, and that projects like Games4You have a crucial role in building bridges: between generations, between institutions and citizens, and between inmates and society.
Ultimately, playing —when applied with rigor and sensitivity— can be a powerful tool to transform lives and open pathways for participation in a digital society that cannot leave anyone behind.
For more information, visit our website: https://aifedprojects10.wixsite.com/games4you/results
Ana Ferrando Benedicto
Founder of AVANZO vzw
Representative for Eastern Europe of the EPEA



Comentarios