FOCUS on Play: How Digital Games are Transforming Learning Across Europe

By Esme Garza 

The FOCUS project is reaching an exciting stage – our innovative digital learning games are coming to life! Developed through the collaboration of our international partners, these interactive tools are designed to make learning not only more engaging but also more meaningful for students across Europe.  

Each game combines fun, challenge and reflection, encouraging players to develop essential life skills while exploring topics related to inclusion, collaboration, and emotional awareness. From decision-making scenarios to creative problem-solving missions, the games invite learners to step into real-world situations and practice empathy, teamwork, and resilience – all through play.  

Behind the screens, the process has been truly inspiring. Educators, youth trainers, and digital creators have joined forces to design games that speak the language of today’s learners. Every element – from the storylines to the visuals – has been carefully crafted to promote positive attitudes, self-awareness and inclusion in classrooms and youth settings.  

The digital games are now entering their final stages of development, soon to be translated into all partner languages. This means that students and educators from different cultural and linguistic backgrounds will soon have access to an engaging set of tools that support emotional learning and inclusive education in a dynamic and interactive way.  

For the FOCUS team, this milestone is more that just a technical achievement – it’s a reflection of our shared belief that learning should inspire curiosity, creativity and connection. By bringing gamification into education, we’re opening doors to new ways of learning that speak directly to young people’s interests and strengths.  

Stay tuned as we prepare to share the final versions of our digital games with schools, educators, and children across Europe. Play, after all, has always been one of the best teachers – and now, thanks to FOCUS, it’s becoming one of the smartest, too.  

 

References 

Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan. 

Hromek, R., & Roffey, S. (2009). Promoting social and emotional learning with games: “It’s fun and we learn things”. Simulation & Gaming, 40(5), 626–644. https://doi.org/10.1177/1046878109333793 

Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 8(1), 13–24. https://doi.org/10.1016/j.iheduc.2004.12.001 

Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1–12. https://doi.org/10.1016/j.compedu.2008.06.004 

Prensky, M. (2001). Digital game-based learning. McGraw-Hill. 

United Nations Educational, Scientific and Cultural Organization. (2021). Inclusion and education: All means all. https://unesdoc.unesco.org/ark:/48223/pf0000373718 

European Commission. (2024). Erasmus+ Programme Guide: Key Competences for Lifelong Learning. https://erasmus-plus.ec.europa.eu/resources/programme-guide