This project (2020-1-PT01-KA226-HE-094809) has been funded with support from the European Commission.
This web site reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

Select language  >  EN ES HU IT LT PT RO

Database of Teaching Sources

A database of selected, reviewed, tested, assessed and validated e-learning based language teaching sources addressed to Higher education students for the learning of 18 different European languages.

Back to Teaching Sources

Experiential pedagogy and game pedagogy

Date of Publication


Target Group


Domain Area

Teacher Education

Learning Scenario

Autonomous learning
Classroom Context

Target Language


Language of Instruction


CEFR level


Type of Material

Guiding resources (online course/book)

Linguistic Features



Critical Thinking


The present online resource is a website created by two practicing teachers specialized in experiential and game pedagogy. The website contains many useful technical terms, activities as well as useful tips related to the given fields while the methods are also described briefly. The source can be used for various purposes and can be easily adapted to the needs of the learners. Besides expanding the students’ vocabulary in the field of experiential and game pedagogy, learners are given the opportunity to get acquainted with the methods themselves while they can also try out those activities and games which they can use later in their jobs to develop their students’ communication and social skills. Also, some parts are in English, which may be useful for students who would like to get some background information about these approaches. This resource definitely allows lecturers to use a motivating teaching material in the classroom.

Case study

The material can be tested in classroom context. Students are asked to do the activities recommended in the guidelines section. After this, they can be tested on their knowledge about experiential pedagogy or the vocabulary related to the topic to check the efficiency of the online resource and the related tasks. Also, a questionnaire can be designed so that the students participating in the project can give feedback on the source and the activities: Did they consider them useful, interesting and motivating? Do they think that they suit their needs? Do they have any ideas or suggestions for improvement?


The resource can be applied in many different ways. The texts about the main characteristics of the experiential/game pedagogy can be used as reading exercises. The teacher can divide the class in groups whose task is to read a given section (e.g. game pedagogy) and then illustrate the main points on a poster. The groups present their posters to each other, which gives the students the opportunity to practice speaking skills. Afterwards, the students may express their own ideas, feelings and opinions about the topic in an open discussion. The last activity is more suitable for learners at B2+ level.
Another possibility is play the games and activities listed and described in the resource. Before playing them, the class needs to read the related instructions carefully or the teacher needs to explain the rules and the teacher has to make sure that everybody understands them, so the most important technical terms and expressions have to be defined. Playing games is always fun, so students will consider this activity motivating.


Comprehensive approach
Capacity to match the needs of lecturers and students


Added value
The provided tangible improvements


Motivation enhancement
The capacity to motivate students to improve their language skills


Effectiveness in introducing innovative, creative and previously unknown approaches to LSP learning


Measurement of the transferable potential and possibility to be a source of further capitalisation/application for other language projects in different countries


Skills assessment and validation
Availability of appropriate tools for lecturers to monitor students’ progress and for students to assess own progress and to reflect on learning


Flexibility of the contents and possibilities for the LSP lecturers to adapt the contents to their and to students’ need


Assess the technical usability from the point of view of the lecturer and the student


Assess the accessibility from the point of view of the lecturer and the student


This online source meets the needs of students specialized in Teacher Education, as it contains the necessary vocabulary items related to experiential and game pedagogy as well as relevant, practical and useful information about two novel approaches. In addition, it is a useful collection of ideas and practical tips that teachers can also benefit from and which helps them to prepare for their lessons. The games included in the material and the topics themselves are motivating and innovative in nature. Assessment can be aimed at the vocabulary, the topic itself (i.e. what students have learnt about experiential and game pedagogy) or their oral performance in the open discussion. Teachers can make some changes in the game descriptions to adapt them to the needs of students below B2, while the sections in English can also be useful to lower level learners. The present teaching resource is accessible on the Internet and can be downloaded easily.
Website of the Teaching Source: