Marta Peracaula-Bosch2025-03-172025-03-172024-05-31http://repo.european-acadimia.eu/handle/123456789/32Participants were divided into groups and used cards, dice, and a design table to develop learning activities tailored to different age groups and student needs. The workshop highlighted how gamification can enhance motivation and inclusivity, with participants noting the method’s potential for improving lesson planning and engagement.enG.A.M.ERerport