In today’s digital age, young people don’t just learn in classrooms – they learn on screens, through stories, by exploring new worlds and by making decisions. That’s the heart of Digital Game-Based Learning (DGBL): using the power of video games to spark curiosity, build real-world skills and make learning an experience, not just a task.
DGBL turns learning into an adventure. Through interactive challenges and immersive narratives, it helps learners think critically, make informed decisions and solve problems creatively. What makes it especially effective is its ability to engage – games are fun, rewarding and flexible. They offer instant feedback, adapt to each player’s pace and make space for experimentation, all while developing essential skills.
At Rinova, we see digital games as a dynamic and accessible way to support learning. Some of our current work focuses on two key areas where young people need strong foundations: developing an entrepreneurial mindset and building media literacy skills. We’re exploring these themes through innovative learning experiences that combine education with the interactive potential of video games.

đź§ Supporting Youth Entrepreneurship
In YouthVenture4EU, we’re helping young people imagine and build their own futures. Together with educators from across Europe, we’re creating short digital learning pills and educational games that explore key themes like inclusive, green and digital entrepreneurship. These tools aim to make complex topics easier to understand, more engaging – and even fun.
We’ll soon launch an interactive platform to use the games and learning pills directly and start your own entrepreneurial journey. And if you’re an educator, you’ll also be able to access a facilitator’s guide full of practical advice on how to use these resources in your sessions or create your own digital games.
đź“° Boosting Media Literacy
With Pixel Media, we’re addressing the growing need for media literacy in the digital age. This initiative is developing an educational video game designed to help young people better understand how the media works, how information is produced and how to spot misinformation. Through engaging gameplay and relatable scenarios, the experience will encourage players to think critically, question what they see online and reflect on their role as both media consumers and creators.
A full set of practical learning activities, self-assessment quiz and interactive resources will accompany the game, helping educators bring media literacy into their sessions in an accessible and interactive way.
📣 Get Involved!
If you’re an educator looking for innovative tools, or a young person eager to explore new learning adventures, we’d love to connect with you. Keep an eye on our website and social channels for upcoming launches and events. Want to test our games or contribute ideas? Reach out at micheledv@rinova.es – and help shape the future of learning through play.
The YouthVenture4EU initiative is funded by the European Union under the Erasmus+ programme.
The project is coordinated by CAMARA OFICIAL DE COMERCIO E INDUSTRIA DE ZARAGOZA in partnership with Rinova Málaga, YuzuPulse, CIOFS-FP and IHK-Projekt.
The Pixel Media initiative is funded by the European Union under the Creative Europe programme.
The project is coordinated by YuzuPulse in partnership with Rinova Málaga, Logopsycom, UNIBO, FECE and OPENS .
If you’d like to explore this topic further, join us for our upcoming online event “Video Games as Educational Tools”, featuring a guest speaker and space for discussion.
Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them.
