Playing Europe


The Playing Europe project is in line with the Europe 2020 strategy, advancing synergies, experience and know-how through the use of traditional games in secondary education.

The educational landscape is evolving rapidly towards more modern methods, also known as blended learning. Several studies show the importance of games in the learning process and the pupils’ motivation. In this way, we hope to use them to deal with diversity in the classroom. Games also have a cultural and traditional value in every EU country, which we can integrate in our teaching methods. Gamification in the classroom is not yet widespread, since games tap into 21st-century skills, like problem-solving, collaboration and negotiation, which do not necessarily constitute the bedrock of our current educational system.

Additionally, gamification is a good way to motivate our students and has good effects on the pedagogical process. At the same time, traditional/folk games are part of our culture. In many ways, traditional games are culturally influenced and vary from place to place. They may involve singing traditional songs, or certain practices that have very deep cultural roots. Youth should grow up and be able to associate their childhood with where and who they grew up with. It is important for these games to be some kind of cultural totem in their childhood so that they have a sense of pride for their homeland. Besides, these games require among other things physical activity, social skills, creativity, imagination, competition, and a sense of brotherhood.

This project is innovative in many respects as it will bring:

  • innovation in participants’ intercultural awareness due to the focus on multiculturalism in the educational process
  • innovation in technology education as new and interesting ways to organise information will be used to complete the project activities
  • pedagogical innovation, realised through competency-based education, which allows students to advance based on their ability to master a skill or competency at their own pace
  • social innovation as the project will foster a sense of risk-taking in accepting and embracing otherness and taking responsibility for preserving the European cultural heritage and values for the future generations.

The objectives of the project are:

  • Acquiring new tools and strategies for dealing with diversity in the classroom
  • Learning about European culture and history through our traditional games
  • Integrating traditional games and toys in the pedagogical process, especially as a measure to respond to diversity in secondary schools
  • Improving oral and written English skills
  • Enhancing hard and soft skills (communication, teamwork, collaboration, critical thinking, etc.) through traditional games.

Basic information

Country: Belgium, Greece, Italy, Spain

Coordinator: IES El Carmen, Murcia, Spain,

Programme: Erasmus+

Project Acronym:

Target groups: education authorities, parents, policy makers, researchers, secondary school students, teachers, vocational school students, youth clubs

Topic: Education, Other

Start year: 2020

End year: 2022


Contact person: Jorge Garcia Garcia, jorge.garcia4 (at)

During the project, different surveys (pre-, mid- and post- project) will be carried out. The comparisons of the analysed surveys will help to evaluate the impact of the project on: successfully addressing students with diverse profiles and educational needs in various subjects, the participants’ perception of their national and European traditional games, improvement of the participants’ English (their fluency and confidence when using the language), their sense of being EU citizens, the improvement of the participants’ soft and hard skills.

Information about different activities can be found at

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