Topic 3: Module Learning Activities
In this topic we will discuss game and non-game activities that supports learning and skills practice to achieve training module objectives.
This will be very useful for trainers looking to enhance participants engagement during the training session.
At the end of this topic, you will be able to:
- Recognise gameplay type and best use case for each level of learning.
- Determine non-game learning activities for cognitive skill practice.
Learning activities are great for engaging learners and making the training content interesting. Many studies have suggested that active participation helps in encouraging learning and practice.
There are two (2) widely used approach for this purpose:
- Game-based Learning
In this approach, the game is the training module itself. The entire module is a fully developed game or simulation, designed with specific learning objectives in mind. Learners acquire knowledge and skills by navigating the game’s challenges, solving problems, and experiencing the consequences of their decisions within a safe, virtual environment (e.g., a simulation game for leadership or sales training).
- Gamification
This involves adding game elements (like points, badges, leaderboards, or progress bars) to traditional, non-game learning content, such as presentations, videos, or quizzes. The goal is to boost engagement, motivation, and completion rates by appealing to a natural human desire for competition and rewards.
Gamification can be applied to the structure of the learning event itself (structure gamification) or to the content (content gamification).
When using game type activities for learning, to deliver the lesson, we can typically choose gameplay such as:
- Collecting
- Matching
- Exploring
- Puzzle solving
For skill practice, better suited gameplay includes:
- Role playing (i.e., acting as a predetermined role)
- Allocating resources
- Strategy
- Building
Let’s try to match the gameplay according to Bloom’s taxonomy.
| Taxonomy | Gameplay | Example |
| Remember | Collecting Matching | Scavenger hunt, Candy Crush Saga |
| Understand | Exploring Puzzle solving | Cluedo, Zelda |
| Apply | Role playing | FIFA Manager, RPG |
| Analyse | Allocating resources | The Sims |
| Evaluate | Strategy | Chess, Risk |
| Create | Building | Minecraft |
For non-game activities, learning (for content delivery, interaction and self-assessment) can include:
- Guided notetaking
- Information search
- Structured experience (e.g., Gallery walks)
- Behaviour modelling
- Teach-back / Jigsaw
- Debate
- Panel discussion
- Reflection
- Online polling
And for skills practice (to apply lesson or problem solving), non-game options include:
- Guided role play (i.e., difficult customer situations, closing sales, etc.)
- Simulation (i.e., systems, software, etc.)
- Case study
- Brainstorming
- Scenario / situational role play
It is also important to note that debriefing (guided reflection session following an exercise or lesson) is crucial to help participants process their experiences, connect actions to learning or performance outcomes, and identify actionable takeaways.
| Competency Domain | Category | Question Example |
| Knowledge | Description Analysis Conclusion | What happened? What worked? What didn’t? What did we learn? |
| Skills | Occurrence Action Plan | How did it happen? What can we do differently next time? |
| Attitude | Feeling Evaluating Conclusion | How did we feel about it? Why did it happen? What can we improve? |
Use the following flashcard game to help strenghten your memory of this content.
