Training gamification in 6 steps

Training gamification in 6 steps

from our newsletter archives…

Always on the lookout for new trends and opportunities for upskilling, we at Creative Leap recently graduated from an inspirational Gamification course led by Associate Professor Ken Werbach at the Wharton School of the University of Pennsylvania. His logical step-by-step ‘manual’ can help anyone grasp the concept of gamification and apply it to their training. We’d like to share some of these insights with you.

Gamification is the use of game elements in a non-game context. Gamified training, by offering increased intrinsic orextrinsic rewards, enables ‘total’ trainee engagement in a training programme. It motivates behaviour change and increases the success of the training.

See if you can apply the six steps below to gamify your training programme:

Step 1 – Define the objective.
What is the ultimate goal of my training programme?

Step 2 – Delineate the target skills and behaviours.
What skills do I want my trainees to take away from the programme?

Step 3 – Describe the target audience.
Are your trainees:
·        expressers?
·        explorers?
·        collaborators?

Step 4 – Design activity loops.
Once you have gathered information answering the questions above, you should be able to determine what type of challenges are the best fit for your training. Game design loops will give you the right tools to put your trainees’ motivation into fifth gear:

Engagement loops give an intrinsic reward of achievement when cycle o : task–execution–feedback–reward is completed.
Progression loops give trainees achievable goals. Ideally these should be goals that can be achieved through teamwork and collaboration and that take the trainees to the next level of competency.

Step 5 – Don’t forget the fun.
Use elements of narration, competition, teamwork and the game design classic: ‘PBL’ (points, badges and leaderboards).

Step 6 – Deploy on the right platform.
The sky is the limit, but choose the platform with your audience in mind. Reverse engineer your design, by asking yourself: what is the easiest and most time efficient way for my trainees to access my course?

Gamification can bring otherwise dry and difficult training material to life and immerse trainees in the subject in a way that other training methods cannot do. It has been used in areas as diverse as induction, retail training and health and safety.

As we say at Creative Leap, play is the beginning of knowledge. So are you ready to have fun gamifying?

Would you like to know more? Contact Peter on