SHIFT's eLearning Blog

Our blog provides the best practices, tips, and inspiration for corporate training, instructional design, eLearning and mLearning.

To visit the Spanish blog, click here
    All Posts

    Training while playing… what do you think?: Games in elearning

    eLearning serious games: creativity and motivation

    Its followers indicate that its use motivates, promotes participation and breaks monotony, but above it all, it lets the student/collaborator improve his/her performance.

    On the other side of the story there are the deceivers who think that using educational games can be counter producing and it may distract the student involved in the training process.

    What we know is that there’s controversy in the matter, but what we can assure is that there’s been an increase in corporate virtual training which has lead to a change in traditional methodologies and a creative redesign of the way we teach.

    Companies are now aware that eLearning is the most efficient training method when it comes to cost, time, quality and the learning curve.

    Nonetheless, people have questioned the use of sophisticated authoring tools or engines as a part of the content development process, mainly because excellent end results rely on the quality of the information and creative resources included.

    This change in paradigm has lead to a significant relevance to those learning strategies based on educational games or serious games as where called by Clark Abt in the 1960’s. 

    2012 04 16 1651

    Let’s get to know it a little further…

    Nowadays there are several initiatives that want to include games in virtual classrooms, but they are mainly directed to children, so why hasn’t it been embraced by other demographics?

    A game based educational strategy is an effective model when you’re interested in developing knowledge as well as nurturing emotions which will lead students of all ages into deep learning experiences.

    Games designed as a well structured activity with a clear learning objective allow students to embrace knowledge and use them to solve work related issues in a fun relaxed environment.

    A complex subject can be transformed in to a fun game if the instructional designer traces an interesting story behind it which includes challenges and activities that capture the student’s attention. Students will increase their number of attentive hours and their learning development once a stimulating, challenging goal is set for them to beat.

    In a couple of words, games can be an effective tool used in eLearning development processes. They increase the speed and improve learning in a better way than complex processes which helps develop abilities and talent.

    Using games in eLearning is still a work in progress, but you can be a part of this new, creative and motivational stream of thought that’s working its way into the industry.

    117842691 resized 600

    In which other ways do you think games can make a better eLearning experience? We want to hear you opinion! 

    Karla Gutierrez
    Karla Gutierrez
    Karla is an Inbound Marketer @Aura Interactiva, the developers of SHIFT. ES:Karla is an Inbound Marketer @Aura Interactiva, the developers of SHIFT.

    Related Posts

    Ultra-Short Tip: How to Turn Training into Results (Without Creating More Courses)

    In previous articles, we saw that training no longer competes for "more content," but for better execution. The next step is moving from "delivering learning" to "activating performance" at the exact moments where the business wins or loses. In 2026, the problem isn’t a lack of training. The problem is that, even with training, execution remains inconsistent: everyone solves problems "their own way," errors are repeated, and results depend on who handles the case. Smart training shifts the focus: it doesn't design to cover topics; it designs to standardize critical decisions that drive business KPIs.

    Smart Training in 2026: Learning That Impacts Results

    In 2026, training stops being measured by completed courses and starts being measured by execution. Organizations achieving real impact don’t train by topic: they design learning around the critical moments where decisions are made, errors happen, and business results are defined. The Real Problem L&D Faces Today In this new stage of L&D, the conversation no longer revolves around “what course is missing,” but around a much more relevant question for the business:

    Smarter Training for Better Business Outcomes

    In 2026, organizations are rethinking a key question: How should training support real work and business results? For some companies, this means optimizing what they already have. For others, it means taking the first step toward digital training. But the starting point is the same: the focus is no longer on producing more courses or expanding catalogs, but on training smarter. We are talking about learning experiences designed to be relevant, timely, and directly aligned with business objectives, not academic agendas or vanity metrics. When Instructional Design expertise is combined with AI-driven technologies, training teams can boost performance, improve decision-making, and generate insights that actually matter to the organization—without adding unnecessary complexity or losing the human side of L&D.