Why Choose EduExpert
We are deeply familiar with the Erasmus+ programme, and we support schools throughout the entire process—from preparation and documentation to on-site assistance and post-course follow-up. Our goal is to make participation smooth, enjoyable and professionally rewarding for both teachers and coordinators.
Gamify and Augment Your Classroom – Digital Tools & AI for Engagement- CONFIRMED
- Hunter Niederhauser
- 25 hours, 5 days
- English, B1/B2
- 29 June 2026
This dynamic, hands-on course blends the power of gamification with the possibilities of artificial intelligence to help educators create modern, engaging, and effective learning experiences. Participants will explore a wide variety of online tools—ranging from classroom-tested quiz and game platforms to cutting-edge AI applications—to boost student motivation and interactivity. Through practical workshops and collaborative projects, teachers will gain the confidence and skills to integrate these technologies into their teaching in meaningful and responsible ways.
Aims and Objectives
- To introduce teachers to effective gamified platforms and AI tools for classroom use.
- To build practical skills in designing, creating, and delivering interactive, tech-enhanced lessons.
- To promote critical thinking and responsible AI usage in educational settings.
- To inspire creativity and innovation in lesson planning.
Learning Outcomes
By the end of the course, participants will be able to:
- Use gamification platforms such as Quizlet, Kahoot, Blooket, Wordwall, Genially, etc.
- Integrate AI tools such as ChatGPT, Canva AI, Grammarly, and others into lesson planning.
- Design and implement digital learning activities that are interactive, inclusive, and fun.
- Recognize the ethical implications and limitations of AI in education.
- Encourage student engagement and digital literacy through innovative teaching practices.
Target Audience
Educators of all levels (from kindergarten to university), especially those who want to make their lessons more interactive, student-centered, and future-oriented using digital and AI tools.
Language Requirement: Minimum English level: B1/B2
Duration of training: 25 lessons, 5 days
Trainer: Hunter Niederhauser
Date:
- 29 June-03 July 2026- Confirmed
- 28 June-02 July 2027 - Planned
The final confirmation of the course is subject to reaching the minimum number of participants.
Location: Budapest, Hungary
FROM 2026. the price will be this:
Course price: EUR 400
Registration fee: EUR 50
The price includes course, certificate, Erasmus+ documentation (if needed)
Price is NET. VAT: 0% for organisations with a valid EU VAT number; in all other cases VAT may apply – please contact us for details.
Applicable funds: As part of the Erasmus+ Key Action 1 (KA1), all costs for mobility /travel expenses, course fees, accommodation, subsistence fee/ are covered by the fund.
Please click here to register if you wish to participate in this course.
Short Description
Class Times
| Sunday | Monday | Tuesday | Wednesday | Thursday | Friday | Saturday |
|---|---|---|---|---|---|---|
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Day 1 — Introduction and Digital Engagement Foundations
Welcome, course overview and expectations
Introduction to gamification principles and interactive digital tools
Exploring the role of AI in boosting learner engagement
(Lays foundation for practical use of technology in teaching.)
|
Day 2 — Gamification Platforms and Techniques
Hands‑on training with gamification platforms (e.g., Quizlet, Kahoot, Blooket)
Workshop: designing engaging game‑based activities for lessons
Creating interactive challenges that motivate students
(Focus on increasing participation through games.)
|
Day 3 — Integrating AI Tools in Teaching
Introduction to AI tools for educators (e.g., ChatGPT, Canva AI, Grammarly)
Practical session: using AI to design interactive lesson content
Reflecting on ethical use and limitations of AI in classroom settings
(Strengthens confidence in applying AI effectively.)
|
Day 4 — Designing Inclusive, Interactive Learning Activities
Combining gamification and AI to support diverse learners
Building inclusive digital learning tasks that promote collaboration
Peer review and refinement of activity portfolios
(Emphasis on creativity and inclusivity.)
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Day 5 — Evaluation, Reflection & Transfer to Practice
Presentation of participants’ designed projects/lesson plans
Reflection on key learning outcomes and peer feedback discussions
Planning next steps: implementing digital tools and AI strategies at school
(Links learning outcomes to real classroom application.)
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