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

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
View project →DEMOGAMES
Democracy and Games: Analog and Digital Game-Based-Learning Tools for Youth Work

DEMOGAMES developed eight original educational games to strengthen democratic competences through experiential learning, facilitated gameplay and structured reflection.
Audience: Educators & Professionals, Youth
View project →EU PLAYER
European Participation through Youth Engagement in Role Playing and Game-Based Learning

Audience: Educators & Professionals, Youth
View project →GAME BEGINS 4SDGs
Game Begins for Sustainable Development Goals

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
View project →GENTLY
Games for Energy Efficiency Youth Literacy

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
View project →HOST
HOST – The Spectrum of Hospitality

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
View project →I-GAME
Innovative GAming Methodologies in Education

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
View project →iEUELECT
iEUElect — Empowering Youth for a Democratic Future

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
View project →Meeple School
Meeple School: Development of Soft Skills in Primary School with Modern 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
View project →PIXELS & MEEPLES
Pixels & Meeples – Learning with Board Games and Technology
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
View project →PLAY FOR THE PLANET
Play for the Planet: Board Games as Instruments to Teach Sustainability

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
View project →PLAY2DISCONNECT
Play to Disconnect: Strengthening Families Through Non-Digital Engagement

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
View project →PMBoG
Project Management Board Game

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
View project →SCIBORG
The Science Literacy Board Game: A New Tool for Improving Science Literacy with Informal Youth Education

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

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
View project →No projects match your search.
