Due to the continuous improvement in data acquisition, storage and evaluation, digital technologies are penetrating ever deeper into the operational business of the construction industry. Modern information and communication systems are at the heart of digital working methods. They encompass the factors - People, Processes and Data -, which are all decisive for successful project management. In the context of digitizing a building project, it is necessary to harmonize these factors. When implementing digitization strategies, the focus is often on finding suitable technical solutions and defining processes. However, the human factor continues to play a decisive role in the construction, as a high degree of coordination between the parties involved in the construction process is necessary in order to produce safe and functional unique buildings. In order to establish the methodology of Building Information Modeling successfully in the construction industry in the long term, it is therefore essential to involve the employees in the developments. The human factor becomes all the more important in large construction projects, which also involve partners across national borders. The approaches to new methods, as is necessary in the case of BIM, sometimes differ greatly due to cultural differences in the international context and cause problems of understanding, even though certain software applications, for example, work perfectly. In addition, employees often experience personal inhibitions that prevent the consistent use of new methods. The research project "BIM Game", in which partners from several European countries worked together puts the human factor in the forefront of the BIM methodology and develops new ways of communicating the basic ideas of the method already in the education of students. The project focuses on two main points: Firstly, the linking of students via a Learning Management System, which reflects the work in project rooms of a real construction project and thus promotes collaboration. On the other hand, the use of gamification - the application of game elements as known from computer games, for example - to lower inhibition thresholds and increase motivation to deal with the topic. The aim of the project is to teach future project participants how to collaborate in a digital project, rather than merely addressing technical issues. The students slip into different roles and work collaboratively and digitally on a real scenario. They do not receive feedback through classic evaluation systems such as grades, but through badges and the achievement of levels.