Evidence-based development of serious games for the educational sector

Location:Future Classroom Lab, Rue de Trèves 61, Brussels - Belgium

Seminar objective

The seminar aims to create an open space of exchange, bringing together representatives of the relevant stakeholders in the field of games and serious games for educational purposes.


During the event, European Schoolnet, eConfidence partners and Scientix experts will engage with the participants around the lessons learnt from their activities concerning games at school.


Participants will have the opportunity to contribute actively presenting their experience, projects and initiatives related to key topics and questions during the group discussions.


Target audience

  • Representatives of Ministries of Education
  • National/regional authorities responsible for education policy
  • Games developers
  • Researchers in the field of social sciences and games for learning
  • Educational professionals (teachers, school heads, pedagogical coordinators, school counsellors)


Seminar topic

Serious games – that is, games with an educational purpose – have become popular in schools and have been shown to support knowledge acquisition as well as bring about behavioural, perceptual and cognitive change. They can be an important learning method provided they have a sound underlying pedagogical design.


In this workshop, we will look beyond what we already know about their use in education to what kind of impact we expect them to have and how to move from vision to evidence.


We will identify some of the current challenges for initiatives aiming to develop games for the schools context and to involve social science researchers, game developers and schools in this process.


We will look together at how serious games have a positive impact in behavioural changes, how they can be used in learning and teaching environments as a positive resource for young people, teachers, parents and carers, what innovative methodologies can be applied to develop games and serious games for the educational context. We will also look into opportunities, sustainability actions and recommendation for future activities.





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