
From 19 to 23 May 2025, the island of Rhodes, Greece became the vibrant backdrop for the GAMES staff training activity, hosted by ICON Greece. This inspiring event welcomed over 20 adult trainers from Slovakia, Poland, Romania, Italy, Portugal, Lithuania, and Ireland, united in their mission to explore how gamification and game-based learning (GBL) can transform adult education—particularly for older learners and those at risk of digital exclusion.
The training offered a balanced mix of presentations, hands-on workshops, site visits, and cultural engagement, fostering an atmosphere of shared learning, collaboration, and creativity.
Day 1 – Introductions and Foundations
The training commenced at a local educational centre with a warm welcome and introductions from all partner organisations, each sharing their backgrounds and expectations. ICON Greece outlined the objectives of the staff training and gave an insightful presentation on adult education in Greece and on the island of Rhodes.
Participants were then introduced to key concepts such as gamification, game-based learning, and the use of games for digital skill development among the elderly. The day concluded with a visit to the Charalampion Municipal Centre, where participants observed digital tools and mobile apps being used by senior citizens to enhance memory, wellbeing, and daily digital interaction—a compelling real-world application of the staff training themes.
Day 2 – Designing and Testing Game-Based Activities
On Tuesday, participants examined the advantages and challenges of game-based learning in adult education, followed by a practical workshop where each partner designed and presented their own GBL activity. These were tested and reviewed collaboratively, creating a rich feedback loop and shared learning experience.
The afternoon shifted focus to the safe use of GBL approaches and explored the context of gamification in adult learning settings. A highlight of the day was an outdoor session where participants explored a digital cultural route in the UNESCO World Heritage Old City of Rhodes—an engaging, location-based game that blended history, culture, and technology.
Day 3 – Tools, Engagement and Inclusion
Wednesday focused on practical application. ICON Greece introduced various gamification tools designed to enhance motivation among senior learners. These tools were tested and evaluated by the partners, who later presented their feedback and discussed potential adaptation for use in their own countries.
The evening included a visit to two Evening Secondary Schools in Rhodes, offering valuable insight into how Greek adult education institutions support lifelong learning for individuals returning to education later in life. The presentations highlighted inclusion, community participation, and the power of second chances.

Day 4 – Scenario Building and Lesson Planning
Thursday’s sessions were built around learning scenario development. Each partner developed and presented scenarios using both unplugged activities and digital tools, such as logical tasks and online quizzes. ICON Greece supported the creation of lesson plans integrating game-based methods and gamification techniques.
In the evening, participants visited the Second Chance School of Rhodes, where they learned about the school’s approach to adult education and the vital role it plays in helping learners re-engage with formal education and skills development.
Day 5 – Evaluation, Best Practices and Closing
The final day was dedicated to evaluating learning scenarios, identifying those with the strongest potential for public use and replication. ICON Greece led a session on integrating soft skills into digital learning programmes, underlining the need to balance technical and interpersonal competencies in adult education.
To conclude, all partners shared best practices and successful policies from their own contexts on gamification in education for older adults, offering inspiration and practical strategies for wider adoption. The training closed with final feedback from participants and a certificate ceremony, recognising the contributions and engagement of everyone involved.
Reflections and Next Steps
The GAMES staff training in Rhodes marked a significant step forward in equipping educators with the tools, knowledge, and confidence to use gamification and GBL in meaningful, inclusive ways. Participants left not only with new skills and resources, but with strengthened international partnerships and a shared vision of innovative, digital, and learner-centred adult education.
As the GAMES project continues, the outcomes of this training will be multiplied across Europe—supporting adult educators and learners to play, learn, and grow together.
You can learn more about the GAMES project by visiting our website:
Home page