The youth exchange "Interactive Learning" addresses the shortcomings of traditional education methods, which often fail to engage young people effectively, particularly those with diverse learning styles and abilities. It emphasizes the use of game-based learning (GBL) and gamification as innovative approaches to education. These methods incorporate play and challenge to create interactive and enjoyable learning experiences that develop critical skills such as problem-solving, collaboration and creativity. Objectives of the project: - Increase awareness for young people understand the advantages and importance of using game-based learning and gamification in non-formal education. - Build practical skills and provide young people with experience and knowledge on how to apply game-based learning and gamification techniques effectively. - Encourage inclusivity to develop games and gamified learning experiences to various learning methods, making education more inclusive. - Foster participation and motivate youth to engage in digital and game-based activities by showing them how to use these methods and create impactful projects in their society. - Offer practical experience to allow young people game-based learning and gamificatio to understand how informal learning methods can be effective. - Promote opportunities of Erasmus Plus to support learning and development. "Interactive Learning" addresses critical issues such as the lack of practical skills, decreased involvement in community activities and limited knowledge about the advantages of GBL and gamification. By offering new and engaging learning methods that align with digital habits, we aim to improve motivation and performance among youth. Game-based learning and gamification will provide immediate feedback, foster creativity and enhance skills like problem-solving, critical thinking, teamwork and decision-making. The project aims to improve education by integrating technology and creative methods to make learning more engaging, effective and inclusive for young participants from diverse backgrounds. It will demonstrate the advantages of gamification and GBL focusing the importance of soft skills, active participation and cultural exchange.