Alessandro Giovannucci
Larp designer, Chaos League — Lecturer, University of Chieti, Italy
Lead Organiser, Website Development
The Edu-Larp Conference will take place on Wednesday 15th April 2026 at the Lindholmen Science Park in Gothenburg, Sweden. The Edu-Larp Conference is hosted by the University of Gothenburg in collaboration with Uppsala University.
The Edu-Larp Conference is a meeting point for people interested in the educational aspects of larp and its possible applications. Examples include training, teaching, international projects, and collaborations with institutions, museums, and libraries. We also welcome content relevant to the use of larp in therapy and well-being.
The conference is an opportunity to share experiences and best practices, a time to meet and dialogue with other larp enthusiasts. At the Edu-Larp Conference, you can present your work, learn, start collaborations, and celebrate the larp community in its richness.
The Edu-Larp Conference is an event organised since 2014 that precedes the Knutepunkt/Solmukohta conference, which rotates between Norway, Sweden, Denmark, and Finland. The event is open to everyone and rich in content, including talks, workshops, and stimulating discussions in a friendly and informal environment. We are waiting for you!
An edu-larp is a live action role-playing game with the explicit aim of learning. While edu-larps are often run in formal learning environments, they can take place anywhere. Participants can be children, youth, adults, or a mixture. Edu-Larps can train many diverse skills at once, for example a scenario that integrates mathematics, leadership skills, intercultural learning, and teamwork.
A short video explanation by Henrik Malmgren and Lisa Gjedde of one philosophy of edu-larp design from GoodJob Studios.
Watch the videoThe official schedule for the Edu-Larp Conference. Click on "Read description" to learn more about each session. Note that afternoon sessions are split between the Main Room and the 2nd Room.
Love Ersare
I work at Skuggteatern, a touring theatre where I for more than 20 years have toured mainly in classrooms performing for kids aged 2-15. My theatre, founded by roleplayers, have stolen loads of tricks from larp and roleplaying and created a bunch of formats to bring immersive experiences to schools all around Sweden.
We perform more than 100 classrooms show every year, some of the interactive headphone pieces, some a mix of theatre and play, soem of them are even closer to larps, For example “Rit” were we have a seance and summon the dead with high school kids. It turned out so intense that we had to add a short preworkshop and. I would Love to bring together other professionals in similar fields and talk about how we can bring more larp experiences out into classrooms using the already existing touring networks for classroom theatre.
At least in Sweden we are many larpers who work in the world of theatre doing this form of performances and also “Lajvverkstaden” and other larpers doing it from a larping perspective. Sharing tips, tricks and experiences from the field, good and bad effects of mixing with the theatre framework and advice for those who would like to try out this road.
Marijke Van Hauwaert
In previous research, role-play simulations have proven to have a positive effect on the participants’ development of self-efficacy (which Bandura defines as our belief in our abilities to succeed in specific situations or accomplish a task - our sense of self-efficacy can play a major role in how we approach goals, tasks, and challenges). An important factor in this development is the social dimension of the simulation. The social dimension is present in every larp (unless you’re one of those closet larpers).
This can take form, for example, in working together, group cohesion, conflict resolution, exploring emotional connections and social dynamics, both on the surface and in depth. By empathizing with our character and immersion in the setting and story of the larp, we also make an emotional connection with our character. Because of this emotional connection, we react differently in social situations - as our character instead of ourselves. By acting out a character that is not our own in situations that may or may not be familiar to us, we learn different cognitive and behavioural patterns.
Also, simply observing others acting out new social dynamics helps us learn about them. We can anticipate this new way of looking at social situations through self-reflection and workshops before the larp, and look back after the larp through the same methods. At the end of the larp, we feel more confident and familiar in one or more social situations that were unknown to us before then, because of all these aspects that we were able to try out in a safe setting. Increased confidence and new knowledge lead to higher self-efficacy. If a similar situation were to present itself in another larp or in real life, we will feel more confident overcoming this challenge. Thus, through every larp, we learn.
Trey Alsup
This presentation offers an update to fellow edu-larp creators on my experience using a cloud-based platform to author, operate, and distribute games tailored for educational audiences. I will detail the custom authoring engine (ExpSim), explaining its functionality and why its development was essential for my projects.
The core objective is to promote the global use of edu-larps by significantly lowering the barriers to authoring and facilitating the quick, repeated running of games, sometimes multiple times a day. The session will include demonstrations and images of my various projects, the technology powering them, and how they are designed to meet the specific educational objectives of the commissioning museums and institutions.
Specific projects to be highlighted include:
- The Situation Room Experience: A National Archives and Records Administration (NARA) project operating at the Reagan Presidential Library in Simi Valley, California.
- The Situation Room Experience: Washington’s Cabinet - A NARA project operating at George Washington’s Mount Vernon.
- The Fall of Athens: A Reacting Consortium "micro-game" designed as a single-session introduction for new players and instructors to the Reacting pedagogy.
Finally, I will discuss how digital distribution methods will allow authors to reach a much wider audience worldwide, including through online platforms.
Tamara Nassar
This presentation showcases the LARP Factory training program, designed and implemented by Bait-Byout in Palestine as an innovative response to local capacity-building needs. It examines the program’s structure and content, the methodologies used in its delivery, and the context-sensitive approach that informed its implementation.
The presentation also highlights key challenges encountered throughout the process and the strategies used to overcome them. Ultimately, it reflects on the program’s outcomes and impact, offering lessons learned that can inform similar initiatives in complex and resource-constrained environments.
Aj Smit
This 45-minute workshop gets participants out of their heads and into their bodies to explore how embodied presence transforms learning environments - whether running larps, leading classrooms, or facilitating any kind of learning. Expect a dynamic session that moves between group connection, individual reflection, and practical skill-building.
We'll start by getting everyone present, then move through interactive exercises where participants actually feel and notice shifts in their bodies. We'll dive into reading the room, noticing our own nervous systems, and creating space for people to stay in the game even when learning gets hard. Small group discussions will have them sharing potent learning moments and what made those experiences stick.
The session weaves personal stories (including my own teaching fails) with concrete nervous system regulation tools, like how to use breath to calm down, and why your energy makes an impact when leading. We'll talk about the up-down arc of learning energy, and why that post-adrenaline break matters. Participants will leave with practical tools for leading with intention and meeting learners and larpers alike where their bodies actually are, skills that will enrich any event they lead.
Antonios Triantafyllakis, Zbigniew Janczukowicz, Anja-Lotte Kastelic, Jennifer Kumer
Four speakers connected through their shared LARP experiences tell stories of impact achieved through LARP. Larp Alchemy was an ambitious project that aimed at training youth workers and game designers on how to use LARPs as tools of non-formal education, personal development and social change. Not only it succeeded in educating hundreds of changemakers from all over Europe and beyond, it also gave birth to other projects that multiply and expand that impact.
One of them is the award-winning project Climate for All, through which original games were designed to develop skills relevant to sustainability, accompanied by a workshop that turns those skills into local climate action! Then there is the InTension project, that tackles conflict resolution through LARP. There is also Portal, a LARP convention that has been gathering LARP enthusiasts for 13 years now, giving opportunities to share the outcomes of such inspiring projects and spread the word further and further.
All these have been born through partnerships formed in the various editions of Larp Alchemy and continue along their own journeys full of impact and meaning. Antonios Triantafyllakis, coordinator of Climate for All, Zbigniew Janczukowicz, coordinator of Larp Alchemy, Jennifer Kumer, coordinator of InTention, and Anja-Lotte Kastelic, coordinator of the latest Portal, discuss their shared adventures. Could you be next? Come and see!
Sandy Bailly
I would like to facilitate a short, activating workshop in which people will get to brainstorm about how to implement measures into their game design for themes they are interested in and get to pick during the workshop itself.
This workshop is a combination of creative brainstorms, group discussions and problem solving in break-out groups. It's a structure that lends itself both to creative workshopping as well as to finding compromises when different problems and approaches clash. This workshop focuses on collaboration, creativity, and sharing of and building on each other’s ideas to gain more insight.
Zbigniew Janczukowicz
I want to prepare and facilitate a variant of the “A Tree of Life” edu-larp, adjusted especially for this conference and adult educators as players. The participants play magical creatures living on a giant tree which is facing ecological challenges. The flow goes from initial conflict and accusation towards empathy and collaboration. The game includes drawing, painting, acting, improvising and looking for creative answers.
The game is empowering competences such as imagination, creativity, collaboration, empathy, negotiation, problem-solving. The Scenario is published and available for free, so the participants can use it later in their educational practice. The game was designed by Marilin Eessalu and Ederi Ojasoo from Estonian organisation Peipsi MTU and published as part of the #LarpForClimate project.
Lisa Nordemo
How can we promote interactivity, creativity, and enjoyable learning? LajvVerkstaden has created “Storytelling Cards” to be used in many ways; it stimulates the imagination when you feel stuck, it creates a chance for the teacher to connect to the students and it can give teenagers a safe space to make contact with each other.
Join this workshop to learn more about this teaching material or just enjoy a creative break. It is important that teaching materials arouse curiosity, are fun, and stimulate multiple senses. LajvVerkstaden’s workshop is a part of their project “Autistic imagination”.
Wolfram Ludwig, Denis Royer
The EduLARP Mnemosyne is an educational live role-playing game currently being developed by the working group larp4lectures at Ostfalia University of Applied Sciences in Germany. In our workshop, we aim to critically discuss this vision with the participants. We will work together with the participants to further develop the concept using ideation and creativity techniques.
Educational Goal: To make clear to participants how closely knowledge, civil liberties, and democracy are intertwined, and to emphasize the responsibility we bear in training and using artificial intelligence.
Scenario: In a dystopian future, a group of scientists, societal representatives, and security personnel gather in an isolation center. They are tasked with preserving knowledge within an artificial intelligence called Mnemosyne. Participants negotiate which data and perspectives should be used to train the AI, whilst finding themselves caught within an authoritarian power structure.
Svenja Geissler
Blended Immersive Learning Adventures (BILA) combine three powerful concepts: Blended Learning, No-Code Educational Escape Rooms, and Educational Live Action Role Play (Edu LARP). Digital Edu Escape Rooms and Edu LARP have proven to foster engagement, collaboration, and deep understanding.
BILA is designed for different learning management systems and integrates seamlessly into 60- or 90-minute sessions. Students first engage with an Edu Escape Game as a preparatory activity. In the subsequent face-to-face session, they step into roles within a fictional scenario, making decisions and negotiating outcomes that deepen their understanding.
During this 45-minute workshop, participants will:
• Explore the pedagogical foundations and benefits of combining Edu Escape Rooms and Edu LARP.
• Learn practical steps for designing immersive learning experiences.
• Practice assembling a prototype Edu Escape Room using NoCode tools.
Julia Ullrich
Bringing together a background in pedagogy, larp, improv, and blacklight theatre, I invite participants to throw a spotlight on a unique tool: the mask. In this workshop, we move away from elaborate character masks to focus on the "neutral" or "shielding" mask, an object with a single expression, or none at all.
In many educational larps, participants rely heavily on verbal performance, which can create barriers for those with social anxiety or language challenges. By removing the "social face," we deactivate the pressure of constant verbal performance and activate a different, more grounded kind of presence. The workshop focuses on the phenomenology of the wearer.
Through structured movement and silence, we will explore:
• The Shift to Physicality: Exercises to transition from "thinking and speaking" to "feeling and moving."
• The Power of the Collective: Experiencing the "hive mind" of a masked group.
• Pedagogical Reflection: A concluding discussion on how these "silent" techniques can be used.
Wednesday 15th April 2026 — Doors open at 09:00 — Closing at 17:00
Lindholmen Science Park (Lindholmspiren 3–5), Gothenburg, Sweden
Free. You can sign-up beforehand: SIGN UP FORM
You are welcome to show up at the venue if space allows. If needed for funding, we can provide you with an invitation. We recommend registering early to secure your spot.
We will release a Code of Conduct closer to the event that participants are expected to follow. This Code will expressly forbid harassment of any kind and detail actions that the safety team will take in case of incidents.
Larp designer, Chaos League — Lecturer, University of Chieti, Italy
Lead Organiser, Website Development
Associate Professor and Study Program Coordinator — Graduate School of Letters, Kyoto University, Japan
Program
Speaker & Serious Game Designer — Live Action Learning, the Netherlands
Host and Communications
Senior Lecturer and Docent in Game Design — Uppsala University, Sweden
Safety and Program
ICT pedagogue — Västra Götalandsregionen, Sweden. Also part of the Transformative Play Initiative at Uppsala University, Sweden
Logistics
Professor in Arts and Design Departament — Pontifical Catholic University of Rio de Janeiro - PUC-Rio, Brazil
Communications and Design
Senior Researcher and Lecturer in Ethics & Technologies — Saxion University of Applied Sciences, the Netherlands
Program
Theatre and Larp Educator — United States
Program and Social Media
Graphic Design
Chaos League, Italy — Documentation and A/V
Chaos League, Italy — Web Design
The conference is free but places are limited. Please register to secure your spot.
If you cannot register beforehand, you are welcome to show up at the venue if space allows.
Send us a message — we’ll reply as soon as we can.