Today, the Internet and technology provide a language of cooperation and mutual understanding, and if used properly, digital work for youth can contribute greatly to informal education for young people. Game-based learning has become a powerful tool, providing a dynamic and engaging approach to young people’s education, participation, and personal development. Through GBL (game-based learning) young people can learn with fun, increase their motivation and be at the centre of their growth; there’s no age to play and youth workers, educators and trainers will love it as a methodology to apply with young people.
Youth work must therefore address today’s educational challenges and adapt the learning process to the needs and profiles of young people using games and game-based learning digital. While digital game-based learning provides a balance between lessons and educational play, gamification involves taking elements from games, such as levels or scores, and add them to the lesson.
Games and gamification can be used to increase the motivation of individuals participating in youth work activities. So-called “game elements” can be points, achievements, badges, and leaderboards. Basically, they are used as extrinsic motivational tools in traditional classroom activities.


