Abstract
Education-game planning is considered as technology of education in collectivist behavior models. The article justifies in collectivist behavior models. The article justifies the reasonability of the basic result value, educational game creative project, based on contemporary scientific views about essence of given technology. The success of such project in the aspect of intercultural primary school children’s competence formation and European identity is considered through the prism of two criteria: subjective and objective novelty. The article highlights basic results of experimental investigation carried out among Bulgarian, Romanian and Ukrainian national schools in Danube region.