The Playful School Library

4 hours
All levels
0 lessons
0 quizzes
5 students

The Playful School Library

5 Students

Programme Overview

Topic
Sparking Creativity Through Game Based Learning and Gamification

Delivery Model

E-learning

What is Included

Certificate of attendance

Course material (if applicable)

Cost

AED 720 plus 5% VAT (per delegate)

Registration

Please fill out the booking form to register.

If you would like bespoke in-school training, please contact Paola (paola@infinitelearning.ae) for more information.

Course Details

Date of Training
Monday 19th and Tuesday 20th January 2026

Time

1:00 to 3:00 pm (UAE time)

Venue

Online

Booking Deadline
TBC
Target audience

PRIMARY and SECONDARY School librarians or teachers wanting to know more about and gain practical experience of how to teach through the medium of game-based learning or gamification or how to use such initiatives as a promotional tool for the library.

Aims of the course

This course draws upon that experience looking at the application of game-based initiatives for the learning environment and takes examples from her recently published book. We will look at the need for creativity as lifelong learners and discover the differences between gamification and game-based learning. The course delves into the psychology of why game-based learning initiatives can be effective learning tools. The course will cover all types of games from those that are simply oracy based, non-digital and role play to the most innovative modern digital approaches – in all cases focusing on interactivity and engagement for specific learning outcomes as well as considering play as a promotional tool within the library.

Intended outcomes
  • Gaining an overview of the pedagogical theory behind game-based learning
  • Understanding how game-based learning in practice can be used to enhance engagement and creativity resulting in positive learning outcomes
  • Practical tips for using and creating different tools for game based learning as simple slide shows, games with a physical stimulus and live games for whole school or class engagement
  • Discovering ideas for promotion of the library services to all members of the school community using game-based and gamification techniques
Curriculum is empty

Sarah Pavey

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51 students
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Sarah Pavey has worked as a teacher librarian for many years, both in the independent and maintained sectors in the UK. She has published several professional books including “The Networked Librarian: The School Librarians Role in Fostering Connections, Collaboration and Co-creation Across the Community” Facet, February 2024 She has written many articles for the international library press and blogged for the UK Information Literacy Group on the subject of AI. Sarah has spoken at numerous teaching and library conferences and training events, most recently at the World Education Summit. Sarah also holds a post 16 teaching certificate and is involved with the training of teachers and librarians on a regular basis in a variety of areas.

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Programme details:

Learning through playing games has a proven track record of being an effective methodology since the time of ancient civilisations. This course will help delegates use their creativity to design games for use for specific learning outcomes. Although the examples will be drawn from library-based topics there will be opportunities for the principles to be applied in any subject area and any age group but rooted in pedagogical theory. As they say “you are never too old to play!” We will also be considering how we might use games and gamification to increase engagement with the library from all of our school community.

This course draws upon that experience looking at the application of game-based initiatives for the learning environment and takes examples from her recently published book. We will look at the need for creativity as lifelong learners and discover the differences between gamification and game-based learning. The course delves into the psychology of why game-based learning initiatives can be effective learning tools. The course will cover all types of games from those that are simply oracy based, non-digital and role play to the most innovative modern digital approaches – in all cases focusing on interactivity and engagement for specific learning outcomes as well as considering play as a promotional tool within the library.

 

This course will cover: 

What is game-based learning and gamification?

  • How do we define these terms? A look at the psychology behind the use of these techniques. How can we be sure students will engage in this style of delivery?

Game design for specific learning outcomes.

  • What are the criteria we need to consider for an effective game? How we can involve students in game design. A look at different types of game to cover all budgets, ages and abilities. Exercise will be set to be completed overnight.
Gamification

  • Feedback from the set activity on game design. How does a rewards-based system motivate students and why does this sometimes fail? Using points-based reading schemes effectively

Using games to promote engagement with the library

  • How can we use games and gamification to increase use of the library services? How can we use this approach to enhance engagement with events such as World Book Day or other promotional opportunities? How can the use of games extend use of the library into the wider school community?

*  Times are UAE 1:00pm to 3:00pm via ZOOM.

د.إ720
Trainer:
Sarah Pavey
Duration:
4 hours
Sessions:
2
Language:
English