European BGBL Observatory

The European BGBL Observatory, an initiative of Ludus Magnus, identifies and analyses European and national projects that use Board Game-Based Learning (BGBL) as an educational methodology.

The Observatory examines the games used or developed, learning objectives, target groups, implementation methodologies, educational resources and available evidence of learning outcomes.

Each project includes a methodological analysis by Ludus Magnus, highlighting its contributions to BGBL, potential for educational transfer and limitations in the available documentation.

15 projects found

COMPUS

COMPUS: The Computer Is Us – Computational-Thinking Board Games in Schools

STEM & Digital LiteracyCustom-Designed Educational Games

COMPUS developed two original educational board games, MOON: 1110011 and Archers of Nand, to teach computational thinking through unplugged learning. The project combined physical gameplay, educational resources and classroom testing in a European school education partnership.

Audience: Children & School Pupils, Educators & Professionals

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DEMOGAMES

Democracy and Games: Analog and Digital Game-Based-Learning Tools for Youth Work

Democracy & CitizenshipCustom-Designed Educational Games

DEMOGAMES developed eight original educational games to strengthen democratic competences through experiential learning, facilitated gameplay and structured reflection.

Audience: Educators & Professionals, Youth

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EU PLAYER

European Participation through Youth Engagement in Role Playing and Game-Based Learning

Democracy & CitizenshipTransversal SkillsCustom-Designed Educational Games

Audience: Educators & Professionals, Youth

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GAME BEGINS 4SDGs

Game Begins for Sustainable Development Goals

Sustainability & EnvironmentTransversal SkillsAdapted Board Games

GAME BEGINS 4SDGs developed an educational toolkit combining board games, card games, escape rooms and digital activities to strengthen young people's understanding of the UN Sustainable Development Goals. The project curated and adapted existing games, developed a structured one-day workshop and provided practical resources for youth workers, supported by local pilot activities across four European countries.

Audience: Educators & Professionals, Youth

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GENTLY

Games for Energy Efficiency Youth Literacy

Sustainability & EnvironmentCustom-Designed Educational Games

GENTLY developed an educational board game and digital adaptation to raise young people's awareness of climate change, energy efficiency and European Green Deal practices. The project also produced accessible materials for visually impaired players, a professional game version and multilingual educational resources, supported by international testing and participant feedback.

Audience: Community Groups, Educators & Professionals, Youth

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HOST

HOST – The Spectrum of Hospitality

Employability & EntrepreneurshipInclusion & DiversityTransversal SkillsCustom-Designed Educational Games

HOST developed an original cooperative discussion board game to promote autism-inclusive practices in the hospitality sector. Using realistic workplace scenarios, fictional hotel settings and guided reflection, the game encourages mutual understanding, communication and collaborative problem-solving among staff and managers. The Erasmus+ project also provides a VET methodology and multilingual training resources for inclusive hospitality management.

Audience: Adults, Educators & Professionals

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I-GAME

Innovative GAming Methodologies in Education

History & Cultural HeritageInclusion & DiversityTransversal SkillsBoard Game Design as a Learning ActivityCustom-Designed Educational Games

I-GAME explored how modern board game design can improve inclusive adult education. Through international practical training, the partners combined expertise in game manufacturing, educational design and the needs of disadvantaged groups, developing The Soup Game as a practical example.

Audience: Adults, Educators & Professionals

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iEUELECT

iEUElect — Empowering Youth for a Democratic Future

Democracy & CitizenshipTransversal SkillsCustom-Designed Educational Games

iEUElect developed WhatIF, an original educational tabletop game designed to strengthen young people's understanding of democratic decision-making, European citizenship and civic participation. Through competing policy proposals, short speeches, secret voting and prediction of electoral outcomes, players explore collective choices and their consequences. The project provides multilingual print-and-play materials, a Trainer's Guide and an online version.

Audience: Educators & Professionals, Youth

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Meeple School

Meeple School: Development of Soft Skills in Primary School with Modern Board Games

Inclusion & DiversityTransversal SkillsAdapted Board GamesCommercial Board Games

Meeple School developed and implemented a Board Game-Based Learning methodology using modern commercial board games in primary education across Spain, Romania and Greece. The project combined classroom activities, teacher training, pedagogical resources and educational evaluation, with findings subsequently published in a peer-reviewed scientific journal.

Audience: Children & School Pupils, Educators & Professionals

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PIXELS & MEEPLES

Pixels & Meeples – Learning with Board Games and Technology

STEM & Digital LiteracyCustom-Designed Educational Games

PIXELS & MEEPLES developed and adapted educational board games combining physical gameplay with digital applications to teach computational thinking, blockchain and cybersecurity. The project involved school testing, teacher-supported activities and open educational resources across four European countries.

Audience: Children & School Pupils, Educators & Professionals

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PLAY FOR THE PLANET

Play for the Planet: Board Games as Instruments to Teach Sustainability

Sustainability & EnvironmentCustom-Designed Educational Games

Play for the Planet developed European Plastic's Race, an original educational board game designed to raise awareness of plastic pollution, recycling and environmental sustainability among primary school pupils. The Erasmus+ project also produced a digital game and teacher-training resources to support game-based environmental education.

Audience: Children & School Pupils, Educators & Professionals

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PLAY2DISCONNECT

Play to Disconnect: Strengthening Families Through Non-Digital Engagement

Health & WellbeingTransversal SkillsCommercial Board Games

PLAY2DISCONNECT promotes healthier digital habits and family cohesion through modern commercial board games. Developed in Romania and Spain, the project combines responsible digitalisation awareness, a structured Board Game-Based Learning methodology, family workshops and community meeting spaces to encourage meaningful screen-free leisure and intergenerational learning.

Audience: Adults, Children & School Pupils, Educators & Professionals, Families

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PMBoG

Project Management Board Game

Employability & EntrepreneurshipTransversal SkillsCustom-Designed Educational Games

PMBoG developed an original educational board game and an interactive simulation environment to teach project management, systems thinking and decision-making. Its methodology combines theoretical learning, experiential gameplay and reflection, with a 2024 comparative study reporting significantly better project management test performance among participating students.

Audience: Adults, Educators & Professionals, Youth

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SCIBORG

The Science Literacy Board Game: A New Tool for Improving Science Literacy with Informal Youth Education

Democracy & CitizenshipSTEM & Digital LiteracySustainability & EnvironmentCustom-Designed Educational Games

SCIBORG developed an original educational board game to strengthen scientific literacy and critical thinking among young people. Through card drafting, research-chain construction and scientific storytelling, players explore the stages of the research process. The project provides multilingual print-and-play materials, a digital version and facilitator guidance, supported by documented playtesting activities.

Audience: Adults, Educators & Professionals, Youth

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TETHICS

TETHICS: A Serious Game for Innovative Education in Ethics of Technology

STEM & Digital LiteracySustainability & EnvironmentTransversal SkillsCustom-Designed Educational Games

TETHICS developed an original educational board game to explore ethical dilemmas related to artificial intelligence, biomedical technologies and environmental sustainability. Players represent different societal stakeholders, balance competing interests and examine the consequences of technological decisions. The project provides multilingual game materials, facilitator guidance and a digital version, supported by documented playtesting activities.

Audience: Adults, Educators & Professionals, Youth

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