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Trainer Excellence Series: Interactive Materials

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.

TaxonomyGameplayExample
RememberCollecting MatchingScavenger hunt, Candy Crush Saga
UnderstandExploring Puzzle solvingCluedo, Zelda
ApplyRole playingFIFA Manager, RPG
AnalyseAllocating resourcesThe Sims
EvaluateStrategy             Chess, Risk
CreateBuildingMinecraft
This topic mainly references the book “The Gamification of Learning and Instruction Fieldbook” by Karl Kapp.

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 DomainCategoryQuestion Example
KnowledgeDescription Analysis ConclusionWhat happened? What worked? What didn’t? What did we learn?
SkillsOccurrence Action PlanHow did it happen? What can we do differently next time?
AttitudeFeeling Evaluating ConclusionHow did we feel about it? Why did it happen? What can we improve?
Based on Graham Gibbs’ Model of Reflection (1988).

Use the following flashcard game to help strenghten your memory of this content.

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