
Culture Quest – Bridging Borders Through Play
CULTURE QUEST is developing printable cultural memory cards and a complementary web game to promote intercultural dialogue and the inclusion of migrant and refugee youth. The Erasmus+ partnership brings together Sweden, Portugal and Türkiye and plans multilingual learning resources, facilitator guidance and international youth testing.
1. Project Overview
- Funding programme
- Erasmus+ KA210-YOU – Small-scale partnerships in youth
- Project reference
- 2026-1-SE02-KA210-YOU-000451574
- Period
- 2026–2028
- Coordinating organisation
- B-Creative Association (Sweden)
- Participating countries
- Sweden, Portugal, Türkiye
- Official project website
- Visit official website
2. Learning Objectives
CULTURE QUEST aims to promote intercultural understanding, social inclusion and communication among young people from different cultural backgrounds, particularly migrants and refugees.
The project uses physical educational cards and complementary digital games to introduce participants to the cultural heritage, everyday traditions and languages of Sweden, Portugal and Türkiye.
Its educational approach seeks to combine cultural discovery with interactive learning, conversation and facilitated reflection in non-formal educational settings.
Specific learning objectives
- Intercultural awareness: Develop knowledge and understanding of cultural practices, traditions and everyday experiences in different European societies.
- Cultural heritage: Introduce participants to traditional foods, landmarks, folklore, music, symbols and other expressions of cultural identity.
- Social inclusion: Support the participation of young migrants and refugees in welcoming educational and community environments.
- Intercultural communication: Encourage dialogue between young people from different linguistic and cultural backgrounds.
- Language awareness: Familiarise participants with everyday expressions, greetings and vocabulary in the languages represented by the project.
- Empathy: Encourage participants to listen to and appreciate the experiences and perspectives of people from different backgrounds.
- Mutual understanding: Identify cultural similarities and differences without assuming that individuals necessarily conform to national stereotypes.
- Cooperation: Promote positive interaction and shared participation through game-based group activities.
- Confidence: Provide opportunities for participants to express themselves in an informal and supportive learning environment.
- Active participation: Increase engagement in intercultural education through accessible and enjoyable learning challenges.
- Digital participation: Provide complementary opportunities for cultural discovery through an interactive web-based game.
- Inclusive youth work: Equip educators and youth workers with practical resources for facilitating intercultural learning activities.
- Reflection: Encourage participants to connect cultural information presented in games with their own knowledge and experiences.
The intended outcomes include greater cultural awareness, stronger intercultural dialogue and more inclusive group interaction. These are project objectives rather than independently demonstrated learning outcomes.
3. Target Groups
4. Board Games Used or Developed
CULTURE QUEST is developing an original collection of educational cultural cards and a complementary digital game designed to promote intercultural learning among young people.
The project’s physical game component focuses on cultural discovery through memory and matching activities, supported by opportunities for discussion and reflection.
Games and game-based resources
- Culture Quest – Printable Cultural Memory Card Game
The project website describes a print-and-play collection of cultural cards featuring information about Sweden, Portugal and Türkiye.
The cards introduce participants to cultural symbols, historical landmarks, traditional foods, everyday expressions, folklore and other aspects of cultural heritage.
Documented characteristics:
- Game format: Physical educational card game designed for printing and use in facilitated learning activities.
- Core game approach: Memory and matching activities using culturally themed cards.
- Cultural content: Traditions, symbols, heritage, food, language and everyday cultural practices.
- Countries represented: Sweden, Portugal and Türkiye.
- Educational purpose: Encourage cultural discovery, intercultural communication and inclusive participation.
- Facilitation: Intended for use by youth workers, educators and community facilitators.
- Materials: The website advertises printable cards with cultural descriptions.
- Number of cards: The website contains inconsistent references to 30, 40 and 52 cards. The definitive physical deck size requires verification.
- Availability: Printable resources are advertised on the official website, but the complete downloadable files have not been independently examined.
The publicly available descriptions establish the existence of a card-based educational game concept. However, they do not provide sufficient independently verified information to confirm the presence of a conventional game board, the complete rules, the number of players or the final playing time.
2. Culture Quest – Interactive WebApp Game
The project also presents a complementary browser-based educational game combining cultural discovery with interactive activities.
The website identifies several digital game formats:
- Memory Match: Activities involving the recognition and matching of culturally themed information.
- Speed Quiz: Short knowledge challenges concerning cultural traditions, symbols and everyday practices.
- Facilitator Circle: A facilitator-oriented interaction format presented as part of the web application.
- Multiplayer Arena: A multiplayer format listed among the application’s features.
The digital resource is designed to complement the physical cards through interactive cultural learning. The operational maturity and complete functionality of each advertised game mode have not been independently verified.
Game approach
The physical cards and digital activities are specifically designed for the Erasmus+ project rather than adapted from existing commercial board games.
The relevant classification is therefore Custom-Designed Educational Games.
The physical card game constitutes the principal BGBL-related component. The digital activities should be identified separately and should not be treated as evidence of physical board-game implementation.
5. BGBL Methodology
CULTURE QUEST adopts a game-based approach to intercultural education, combining physical cultural cards, digital learning activities and facilitated group discussion.
The methodology is intended for non-formal youth education, particularly in contexts involving migrants, refugees and participants from different cultural and linguistic backgrounds.
The project seeks to use games as accessible starting points for communication rather than relying exclusively on conventional presentations or information-based teaching.
Methodological approach
- Cultural content selection: The project identifies cultural symbols, traditions, landmarks, expressions and everyday practices from Sweden, Portugal and Türkiye as the basis for educational activities.
- Development of educational cards: Cultural information is organised into printable cards suitable for memory, matching and discovery-based activities.
- Accessible learning materials: The project describes simplified language, visual content and audio pronunciation resources intended to facilitate participation.
- Physical gameplay: Participants interact with culturally themed cards through memory and matching challenges.
- Digital reinforcement: A complementary web application provides additional interactive opportunities for cultural discovery and knowledge practice.
- Facilitated interaction: Youth workers and educators introduce activities, support participation and encourage dialogue between participants.
- Intercultural discussion: Cultural information presented in the games can be used to initiate conversations about participants’ own experiences and perspectives.
- Safe learning environments: Facilitation guidance emphasises respectful communication, sensitivity to cultural differences and appropriate management of potentially difficult topics.
- Short educational sessions: The project’s resources describe microlearning formats of approximately 15–30 minutes.
- Reflection and debriefing: The advertised facilitator resources include guidance intended to support discussion and reflection beyond the immediate game activity.
- Testing and refinement: The development programme includes youth pilot testing and subsequent revision of the educational materials.
Role of the facilitator
Educators and youth workers are expected to create an inclusive learning environment, explain game activities, support learners with different language abilities and encourage meaningful intercultural exchange.
Their role is particularly relevant because cultural knowledge acquired through matching or recognition exercises does not automatically translate into intercultural competence.
Facilitated dialogue and reflection are therefore essential to connecting the game experience with the project’s broader objectives of empathy, mutual understanding and social inclusion.
Methodological status
As of November 2026, the project is still in its development phase. The proposed methodology is documented through project descriptions and advertised educational resources, but its complete implementation and effectiveness remain to be evaluated.
6. Implementation & Evaluation
CULTURE QUEST is being implemented through an Erasmus+ small-scale partnership involving organisations from Sweden, Portugal and Türkiye.
The project runs from September 2026 to February 2028 and combines educational resource development, digital game production, youth participation and international dissemination.
Consortium
- B-Creative Association (Sweden): Project coordination, educational design and facilitation methodology.
- TropicalAstral Lda (Portugal): Development of the web application, graphic design and digital production.
- Dijital Aktif Gençlik Derneği – DAISY (Türkiye): Youth participation, local testing, digital activities and visual educational content.
Implementation stages
- Project launch: The project began on 1 September 2026, with a kick-off meeting scheduled in Sweden for October 2026.
- Research and development: Development of the educational game and web application is scheduled from September 2026 to June 2027.
- Youth pilot testing: An evaluation meeting and youth pilot are scheduled in Portugal for 18–20 July 2027.
- Final development: Revision of the game, preparation of version 2.0 and translation of the facilitator manual are scheduled for August–October 2027.
- Final transnational meeting: A consortium meeting is scheduled in Türkiye for November 2027.
- Dissemination: Multiplier events are planned in Sweden, Portugal and Türkiye between December 2027 and February 2028.
Evaluation approach
The planned youth pilot offers an opportunity to assess the accessibility, educational relevance and practical usability of the cultural games.
However, the publicly available project information does not yet establish a complete evaluation protocol, validated intercultural competence measures or a defined experimental or comparative research design.
Outcome evidence
As of November 2026, no completed youth pilot results or independently verified learning outcomes have been identified.
The number of participants, changes in intercultural competence, effects on social inclusion and evidence of longer-term educational impact remain unreported.
Consequently, the project should currently be classified as an ongoing educational game development initiative rather than an evaluated BGBL intervention.
7. Educational Resources
CULTURE QUEST plans to provide open educational resources supporting intercultural learning through physical cultural cards and complementary digital activities.
The resources are intended for youth workers, educators, community organisations and professionals supporting young migrants and refugees.
Educational resources advertised on the project website
- Culture Quest Facilitator Guide & Methodology Manual: Guidance for planning and facilitating inclusive intercultural game sessions, supporting communication and adapting activities to learners’ needs.
- Print-and-Play Cultural Memory Cards: Printable cards featuring cultural content from Sweden, Portugal and Türkiye, designed for use in physical matching and memory activities.
- Intercultural Dialogue & Sensitive Topics Protocol: A facilitation resource addressing safe learning environments, culturally sensitive discussion and reflection.
- Daily Language Cards Audio Pack & QR Matrix: Pronunciation and audio materials intended to support language accessibility and interactive use of cultural cards.
- Interactive WebApp Game: A digital educational environment presenting cultural memory activities, quizzes and additional interactive game formats.
- Multilingual learning materials: The project identifies English, Portuguese, Swedish and Turkish as languages for its educational resources.
Resource accessibility
The official website presents a Facilitator Toolkit and Open Educational Resources section, with downloadable materials described as being available under a Creative Commons BY-NC-SA 4.0 licence.
Nevertheless, the actual contents and functionality of the advertised downloads have not been independently verified.
The project also presents inconsistent information concerning the number of cultural cards. Therefore, the final contents of the physical game collection should be checked directly against the complete published materials.
Official resources
Availability status: Project website accessible; complete educational resource files and final game versions require further verification as the project progresses.
8. Ludus Magnus Methodological Insight
CULTURE QUEST is relevant to the European Board Game-Based Learning Observatory because it places original physical educational cards at the centre of an intercultural learning initiative, supported by complementary digital activities and facilitator resources.
The project illustrates how simple tabletop game formats can be used to introduce culturally diverse content and create opportunities for interaction in non-formal youth education.
Its main methodological interest lies in the relationship between cultural knowledge acquisition, accessible card-based gameplay and the development of intercultural dialogue.
Methodological strengths
- Accessible physical game format: Printable cultural cards offer a potentially low-cost and reusable educational resource for youth centres, community organisations and intercultural workshops.
- Clear educational content: Cultural traditions, everyday expressions, landmarks and symbols provide recognisable content that can be incorporated into short learning activities.
- Combination of physical and digital formats: The project explores how tabletop games and interactive digital activities can support related educational objectives through different modes of participation.
- Facilitator support: The inclusion of guidance on intercultural dialogue and sensitive topics recognises the importance of educational mediation beyond the game mechanics themselves.
- Potential for transfer: A modular card-based format may be adaptable to other countries, cultural contexts and language-learning environments, provided that suitable design and facilitation guidance is available.
Methodological limitations and considerations
- Limited evidence of game mechanics: The publicly available descriptions establish memory and matching activities but do not yet provide sufficient detail to assess the complete tabletop game design.
- Cultural knowledge versus intercultural competence: Recognising cultural symbols or recalling factual information does not necessarily produce empathy, reduced prejudice or improved intercultural communication.
- Risk of cultural simplification: Educational activities organised around national traditions may unintentionally reinforce stereotypical representations if cultural diversity within countries is not adequately addressed.
- Dependence on facilitation: The intended social and intercultural benefits are likely to depend on the quality of discussion, participant interaction and reflection accompanying gameplay.
- Limited evaluation evidence: The project has not yet reported the results of its planned youth pilot or demonstrated measurable changes in intercultural learning outcomes.
- Resource verification: Inconsistent information about the number of cards and the unverified contents of downloadable files limit the current assessment of replicability.
Connection with Board Game-Based Learning
The project demonstrates an educational use of custom-designed physical card games rather than the adaptation of existing modern commercial board games.
Its methodology appears to rely primarily on matching, recognition and cultural discovery, with facilitated dialogue providing the connection to broader educational objectives.
From a BGBL perspective, an important distinction should be maintained between learning cultural facts through gameplay and developing transferable intercultural competences through structured interaction and reflection.
The project would benefit from explicit learning objectives for each game activity, clearly documented rules, structured debriefing procedures and evaluation instruments capable of distinguishing knowledge acquisition from changes in attitudes and social behaviour.
Overall assessment
CULTURE QUEST represents a promising example of accessible, custom-designed card-based learning for intercultural youth work.
Its potential educational contribution is clear, but a comprehensive methodological assessment should await the publication and verification of the final physical game materials, facilitator documentation and youth pilot results.
