In today's interconnected world, where digital technologies have transformed education, game-based learning offers a dynamic approach to enhance both teaching and learning. By integrating subject matter into engaging games, educators can captivate learners and foster deeper understanding. One of the primary challenges in education today is maintaining student interest and engagement. Game-based learning addresses this by making learning an interactive and collaborative experience. Learners are motivated to participate, communicate, and work together to achieve in-game goals, which often mirror real-world challenges. Furthermore, game-based learning promotes deeper learning and skill retention. By actively engaging with game mechanics and solving in-game challenges, learners acquire knowledge and skills that are more deeply ingrained and readily applied to real-life situations. To maximize the effectiveness of game-based learning, it is crucial to utilize well-designed games with clear learning objectives. These games should seamlessly integrate educational content with fun and entertainment, creating a sustainable and enjoyable learning experience. The training course AIMS to strengthen the competences of youth workers, trainers, and learning facilitators to design, implement, and adapt inclusive game-based learning activities—both offline and online—that actively engage young people from diverse backgrounds. Through experiential learning, practical experimentation, and reflection, participants will explore how game-based methodologies can foster youth participation, critical thinking, collaboration, and active citizenship in youth work settings. By experiencing and analysing different types of educational games (including simulation games, escape games, role-plays, and digital tools), participants will be empowered to create meaningful learning environments that respond to the needs, motivations, and realities of today’s young people. The Experiential learning approach will be the base of this training course having the following objectives: -Enable at least 90% participants to understand the principles of game-based learning and to design educational games with clear learning objectives, meaningful challenges, and structured debriefing, ensuring learning transfer to real-life situations by the end of the training coures. -Equip at least 80 % of participants youth workers with tools and methods to design inclusive game-based activities that take into account different abilities, cultural backgrounds, learning styles, and levels of participation, ensuring safe and accessible learning spaces for the young people they work with. -Support 90% of participants in using games as participatory tools that place young people at the centre of the learning process, encouraging initiative, decision-making, teamwork, and shared responsibility by designing and testing one participatory game-based activity during the programme. -Increase participants’ capacity to design and facilitate engaging online and hybrid game-based activities, by using 2 digital tools and platforms to maintain motivation, interaction, and collaboration in virtual learning spaces throughout the project. -Strengthen participants’ ability to facilitate reflective processes, debrief game experiences effectively, and connect learning outcomes to youth work practice, Youthpass competences, and personal development by conducting at least 1 full debriefing session during the programme and one as follow-up activity of the project.