GAMECRIT: AN ERASMUS+ GAMIFIED NARRATIVE FRAMEWORK FOR ENHANCING CRITICAL THINKING IN EDUCATION
Platon Schools (GREECE)
About this paper:
Conference name: 20th International Technology, Education and Development Conference
Dates: 2-4 March, 2026
Location: Valencia, Spain
Abstract:
GameCRIT is an Erasmus+ project that advances an innovative model for integrating game-based learning and gamification into formal education environments. Designed to enhance students’ critical thinking competencies, the project combines narrative-driven learning with structured game mechanics to create immersive, engaging and pedagogically grounded digital learning experiences. GameCRIT responds to the need for evidence-informed approaches that leverage game elements—such as progression systems, missions, rewards, and narrative contexts—to support deeper learning, motivation and active participation.
The project introduces six gamified narrative modules, each situated in a distinct story world and structured through leveled missions, mandatory and optional challenges, performance-based scoring and thematic badges. These modules require learners to engage in inquiry, problem-solving, creative design tasks, collaborative missions and reflective activities, enabling the development of both disciplinary knowledge and transversal competences. The combination of storytelling, challenge-based tasks and game rewards creates a coherent play-learning ecosystem that supports flow, autonomy and sustained engagement.
Pedagogically, GameCRIT integrates principles from Game-Based Learning (GBL), narrative-centred design and competency-based assessment. Teachers are provided with detailed guidance, scaffolding resources and assessment rubrics, enabling them to connect game challenges with curricular outcomes and classroom practice. This supports the adoption of gamification in diverse teaching contexts while maintaining pedagogical coherence and inclusivity. The modular design also facilitates adaptation, scalability and long-term sustainability across different educational systems.
Preliminary implementations indicate that the GameCRIT approach enhances learner motivation, strengthens higher-order thinking skills and supports the transfer of knowledge to authentic problem contexts. The project demonstrates how structured gamification, when aligned with sound pedagogy, can transform classroom dynamics and contribute to teaching innovation within European school education.
This presentation will describe the GameCRIT gamification framework, outline the architecture of the six narrative modules and discuss implications for research, teacher practice and future development of game-based learning models.Keywords:
Gamification, Game-Based Learning, Narrative Game Design, Challenge-Based Learning, Experiential Learning, Educational Game Design.