Description

Gamification in Training: Designing, Facilitating and Measuring a Game-Based Programme

Design game mechanics that serve a clear learning objective, not engagement for its own sake

  • 2 days — 14 h
  • In-person or virtual
  • Foundation
  • Up to 6 participants

Many game-based activities amount to little more than a quiz with points. Attention rises during the activity, then falls away without any consolidation of learning. Games cost design time and classroom time: they must therefore serve a precise learning objective and end with a debriefing that turns the lived experience into transferable learning.

Over 14 hours, this programme teaches participants how to design useful mechanics, produce them with reasonable means, facilitate them and then measure their effect. Participants leave with a gamified sequence ready to be tested on one of their own courses, together with an evaluation grid for the programme built during the session.

Learning objectives

  • Distinguish between gamification, training games and educational escape games
  • Link every game mechanic to an identified learning objective
  • Design balanced rules, progression and feedback systems
  • Produce the programme materials within controlled material and budget constraints
  • Facilitate the sequence and lead a debriefing that consolidates learning
  • Assess the effect of the programme on engagement and on skills acquisition

What makes this programme different

Each participant leaves with a gamified sequence designed and tested on their own content
Mechanics are prototyped on paper before any digital tool is used
Debriefing is treated as a skill in its own right, not as a closing formality

Programme

1What Gamification Changes

Games in the service of learning

  • Gamification, training games, simulation and educational escape games
  • Motivational drivers activated by game mechanics
  • Demonstrated benefits and limitations of game-based approaches
  • Learning situations where games add nothing
  • Audience, duration and context constraints to take into account

2Designing the Mechanics

Rules that serve the objectives

  • Translating a learning objective into a playable challenge
  • Rules, winning conditions and difficulty levels
  • Points, badges, leaderboards and reward systems
  • Feedback loops and pace of progression
  • Balancing and testing with a pilot audience

3Producing and Facilitating

From prototype to session

  • Paper prototyping and rapid iteration
  • Choosing between physical and digital materials
  • Quiz and challenge tools accessible without technical skills
  • The facilitator's role during play and time management
  • Leading the debriefing and linking back to the target objectives

4Measuring and Sustaining

Checking that it actually works

  • Engagement indicators observable during the session
  • Assessment of learning before and after the game-based sequence
  • Collecting feedback from participants and sponsors
  • Design cost and conditions for reuse
  • Maintaining materials and developing the programme over time

Who is it for

Trainers, instructional designers, learning and development managers and digital learning project officers wishing to introduce game mechanics into their programmes.

Prerequisites

No prerequisites

Dates & locations

36 scheduled dates between November 2026 and December 2027. Seats are confirmed in the order enquiries are received.

November 2026

December 2026

January 2027

February 2027

March 2027

April 2027

May 2027

June 2027

September 2027

October 2027

November 2027

December 2027

None of these dates suit you? We open additional sessions on request, and any programme can be run privately for your team.

Practical details

Before the programme
Online positioning questionnaire. Your development objectives are shared with the trainer, who tailors the practical case studies to your context.
Teaching methods
Theoretical input, workshops and practical case studies. Digital course materials and method sheets provided.
Assessment
Multiple-choice tests and role-play exercises. Assessment of learning at the start and end of the programme, with immediate and 60-day follow-up evaluations.
After the programme
One year of access to the e-learning platform. Self-assessment of the skills acquired and a 30-day follow-up session with your trainer.
How to register
Registration online or on the basis of a quotation.
Lead time
11 working days after confirmation of registration.
Accessibility
Accessible to people of determination. Contact our accessibility coordinator to design a suitable solution: contact@mpf-academy.ae
Start dates
Rolling intake: in addition to the scheduled sessions, this programme can start on request.