EU Founded Projects
Discover the EU-funded projects that EGLE is proud to be part of, each one using gamification to make education more engaging, inclusive, and impactful across Europe.
Enigmathico
Project description: This project aims to make math fun and accessible for primary school pupils by blending storytelling and gamification, helping them develop problem-solving skills through interactive, real-life scenarios.
Time Period: 2024-2026
Website: enigmathico.eu
Escape Rooms for Green Entrepreneurship
Project description: ERGE (Escape Rooms For Green Entrepreneurship) will create digital and physical escape games, complete with a Game Master Manual, to teach young people how to contribute to a greener future. How? By providing them with the necessary tools to understand the basics of green entrepreneurships in a fun and interactive way. The aim is also to equip educators with the proper resources to teach green entrepreneurship and raise awareness among young people about sustainability.
Time period: 2025-2026
Website: playerge.eu
EU Video Games
Project description: This project aims to equip youth and youth workers with all the necessary tools and skills to create and use educational non-coding video games, to improve youth participation and understanding of EU citizenship and democratic processes.
Time period: 2025-2027
Website: eu-videogames.eu
Digital Escape Rooms for Social Entrepreneurship
Project description: DEGSE is a European project that uses digital escape rooms to teach young people about social entrepreneurship in a fun and interactive way. The goal is to help them develop real-world skills while inspiring them to make a positive impact in their communities.
Time period: 2025-2027
Website: degse.eu
STEAM Heroes
To combat the high rate of mathematics underachievement among European students, the STEAM HEROES initiative provides 30 free, multilingual educational modules that integrate digital interactive games with hands-on experiments. This inclusive project equips secondary educators with practical tools and pedagogical guides specifically tailored to support girls and neurodivergent learners.
Time period: 2026-2028
Website: in progress
Save&Play
The Save&Play initiative fosters environmental responsibility among young people, specifically targeting NEET youth and those with learning differences, by transforming climate education into hands-on escape games. Through this interactive gamification approach, participants actively co-create sustainability challenges to build their green, digital, and civic skills while youth workers gain innovative tools for inclusive mentorship.
Time period: 2026-2028
Website: Save&Play
DystoLarp
The DystoLarp project uses immersive, dystopian Live Action Role-Playing (LARP) games as an innovative non-formal educational tool to teach young people about democracy and sustainability. By immersing participants in ethical dilemmas and complex social scenarios, the project builds vital soft skills like critical thinking while empowering youth to tackle modern challenges like misinformation, civic duty, and systemic inequality.
Time period: 2026-2028
Website: DystoLarp
Civic Heritage Quest
The Civic Heritage Quest project targets young people aged 16 to 26 by transforming traditional history and cultural education into interactive, quest-based learning experiences. Blending 18 geolocated and virtual storytelling puzzles, the initiative builds vital civic awareness and digital skills among digital natives while training youth workers to deliver modern, game-based learning.
Time period: 2026-2028
Website: in progress
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