The aim of this course is to present background theory, methodology principles, technical tools as well as example applications for using digital games and cross-media play processes for learning. Emphasis is placed on the utilization of games for learning, games for fun and cross-media play processes as frameworks for teaching and, more broadly, for learning, both for curricular and for extra-curricular learning objectives, at different grades of formal education, training, life-long learning as well as in informal learning contexts (cross-cultural, inter-generational communication). The course objective overall is for students to acquire understanding of background concepts and theory, practical skills for critical evaluation, as well as practical skills for systematic reporting, with respect to project sutilizing digital games and cross-mediaplay processes for learning purposes. The course includes topics such as play, toy libraries, games and technology, serious games, digital games and learning experience, design of educational projects, digital games and freedom of choice, digital games and narrative, augmented reality games, children citizenship games. These topics are further specialized and enhanced with additional focused subjects, according to current developments in the domains of interest to the course. Educational activities include theory presentations, invited presentations, suggested literature study, literature review projects, as well as applied educational projects.