🇷🇴 Romania Research

The Romanian partner conducted comprehensive research as part of the GAME CHANGE project, exploring how board games and gamification can support learning, inclusion, and youth engagement.

The research included three complementary phases:

  • Academic (Desk) Research

  • Quantitative Research (Survey)

  • Qualitative Research (Interviews with Experts)

Together, these methods provided a deeper understanding of how game-based learning is perceived and implemented in Romania and how it can support inclusive and engaging educational environments.

The findings from Romania contribute to the comparative European research of the GAME CHANGE project, helping partners design effective and inclusive educational board games.

📚 Academic Research (Desk Research)

The Romanian academic research explored the national context of gamification and game-based learning in Romania, focusing on education, youth work, and digital learning environments.

The purpose of this desk research was to analyze existing knowledge, policies, and practices related to gamification before conducting the survey and interviews.

The research examined:

  • How gamification is defined and understood in Romania

  • Where gamification is currently used (schools, youth work, digital platforms)

  • Examples of good practices and initiatives

  • Attitudes of educators and youth workers toward game-based learning

  • Challenges and opportunities for implementing gamification in education

The findings show that gamification is increasingly recognized as a powerful tool for improving motivation, engagement, and collaborative learning. It is widely used in non-formal education, Erasmus+ projects, and innovative classroom activities.

However, the research also identified several challenges such as limited training for educators, institutional resistance to new teaching methods, and limited resources for developing educational games.

Despite these barriers, the study highlights strong opportunities for further development through European programs, digital education strategies, and growing interest in interactive learning approaches.

📄 Download the Academic Research Report

📊 Quantitative Research (Survey Results)

The Romanian partner conducted an online survey to collect data from young people regarding their experiences with board games and educational games.

A total of 112 participants completed the questionnaire, providing insights into:

  • Favorite board games

  • Preferences regarding game types

  • Learning themes for educational games

  • Accessibility and inclusion needs in board games

The results show that participants strongly prefer strategy and social interaction games, such as:

  • Catan

  • Monopoly

  • Chess

  • Activity

  • Dixit

  • Uno

Participants expressed strong interest in games that promote:

  • Critical thinking

  • Communication and teamwork

  • Creative problem solving

  • Learning through interactive experiences

Another important finding concerns accessibility. Participants emphasized the importance of inclusive game design features such as:

  • Simple and clear language

  • Larger text and strong visual contrast

  • Dyslexia-friendly fonts

  • Symbols combined with colors

  • Slower gameplay pace and breaks when needed

These results highlight the importance of designing board games that are both engaging and accessible for diverse groups of players.

📄 Download the Quantitative Research Report

🎤 Qualitative Research (Expert Interviews)

The qualitative research phase included two expert interviews, focusing on inclusion and the role of board games in youth work.

The interviews provided deeper insights into practical experiences and perspectives from professionals working with educational games and inclusive design.

Interview 1 – Inclusive Board Game Design

Dan Patzelt discussed the importance of adapting board games for blind and visually impaired players.

He emphasized that most traditional board games rely heavily on visual elements such as text and color, which creates barriers for visually impaired participants.

According to his experience, accessible board games should include:

  • Tactile elements such as raised surfaces and textured pieces

  • Magnetic positioning systems to maintain spatial orientation

  • Audio explanations and verbal instructions

  • Simplified and clear rule systems

These adaptations allow blind players to participate independently and equally, rather than relying on assistance from other players.

Interview 2 – Board Games in Youth Work

Alex Craciun explored the role of board games as tools for social interaction and youth engagement.

According to his experience in youth work, board games function as structured social environments where participants interact under shared rules while expressing creativity and strategy.

He highlighted several important benefits of board games:

  • They create equal starting points for participants, regardless of background.

  • They encourage communication, teamwork, and negotiation.

  • They provide a safe environment for experimenting with decisions and roles.

  • They help build confidence, empathy, and social cohesion among young people.

Board games can also support inclusive youth activities, bringing together participants with different abilities and backgrounds.

🌍 Contribution to the GAME CHANGE Project

The Romanian research provides valuable insights for the development of the GAME CHANGE educational board game methodology.

By combining academic research, survey data, and expert interviews, the Romanian partner contributed to understanding:

  • how young people engage with board games

  • how gamification supports learning and motivation

  • how inclusive design can improve participation for diverse groups

These findings will support the development of innovative and inclusive educational board games that promote learning, cooperation, and creativity across Europe.

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