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SMARTpath – Supporting Smart Use of Gamification in VET

Nov 7, 2026

SMARTpath is an Erasmus+ project designed to equip Vocational Education and Training (VET) teachers with the pedagogical knowledge, skills and competencies needed to implement meaningful and purposeful gamification in their teaching practices.

SMARTpath – Supporting Smart Use of Gamification in VET


What is SMARTpath?

SMARTpath is an Erasmus+ project designed to equip Vocational Education and Training (VET) teachers with the pedagogical knowledge, skills and competencies needed to implement meaningful and purposeful gamification in their teaching practices.


The project aims to strengthen teachers’ digital and pedagogical confidence, enabling them to design engaging, motivating and learning-oriented gamified activities that directly support educational objectives and respond to students’ learning needs.


SMARTpath promotes a pedagogically grounded approach to gamification, emphasising that gamification is not simply about playing games in the classroom, but about strategically using game elements to enhance learning, participation and student engagement.


What Are Our Main Objectives?


1. Empowering Teachers

To provide VET teachers with a strong pedagogical foundation and practical competencies for integrating gamification into their teaching. The focus is on understanding how game elements can be used purposefully to achieve specific learning outcomes.


2. Enhancing Student Motivation and Engagement

To increase student motivation, active participation and classroom interaction through innovative, engaging and learner-centred teaching approaches.


3. Promoting Sustainable Innovation

To develop a transferable and sustainable pedagogical model that can be adopted by different VET institutions and continue to generate impact beyond the project lifetime.


What Are We Doing and What Will We Deliver?

Together with our project partners, we are implementing activities across three countries to develop a comprehensive approach to the effective use of gamification in vocational education.


Our key activities and expected outputs include:

1. Pedagogical Principles and Teacher Competence Framework

Developing and validating a set of pedagogical principles and a teacher competence framework that define how gamification can be meaningfully integrated into VET. This framework will identify the essential knowledge, skills and pedagogical competences teachers need to design and implement effective gamified learning experiences.


2. Modular Training Package

Developing a comprehensive training package for VET teachers, including step-by-step gamification guidelines, self-assessment tools, practical resources and examples of classroom applications. The modular structure will support teachers in progressively developing their gamification competencies and applying them in real educational settings.


3. Peer Training and Pilot Implementation

Organising international training activities for selected core teachers who will become multipliers in their respective countries. Following the training, these teachers will transfer their knowledge and practical skills to 45–60 vocational teachers through a peer-to-peer training model.


Pilot implementations will provide opportunities to test the developed approaches in real classroom environments, gather feedback and further improve the training materials and pedagogical framework.


Our Vision:

Through SMARTpath, we aim to move beyond the superficial use of games and digital tools towards a more intentional, inclusive and pedagogically meaningful approach to gamification in vocational education.


We believe that when gamification is designed around clear learning objectives and sound pedagogical principles, it can transform teaching and learning experiences, empower teachers and create more engaging learning environments for VET students.


SMARTpath is about making gamification meaningful, purposeful and sustainable in vocational education.


This project is co-funded by the European Union through the Erasmus+ Programme.

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