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    The 5 Decisive Components of Outstanding Learning Games

    It's a common phrase to say "learn by playing." Different communication theories confirm this. Games make us produce dopamine, a brain chemical that increases learning and stimulates our state of attention. eLearning experts believe that games and playing need to be part of a course for adults to learn effectively. As a result, learning games are a necessary part of great eLearning these days. Without them, your courseware wouldn’t be so engaging...“They are fun, competitive, rewarding, interactive, and attention-grabbing. Traditional training is…not any of those” says Steve Boller from Bottom-Line Performance Blog.

    eLearning gamesSince the ultimate goal is to get your learners to complete the course and actually learn the content in it, games are a great way to achieve this. Because the design of your game has a direct impact on the learning experience, it's absolutely critical that you approach it wisely. When games are created with the learner in mind, students don’t even realize they’re in a training session.

    Here are the five most critical components of outstanding Learning Games:

    Goals and objectives: 

    Games definitely help reinforce learning objectives through playing. Therefore, it's very important to make sure if the games that are planned to be included are based on your initial objectives. As well, you need to define what the learning objectives for the game should be (knowledge, skills, and attitudes).

    Some games turn out to be just boring ordinary games instead of proper ones with good content. On the other hand, there are others that have plenty of information which is unnecessary. You need to ask yourself some questions: What is the learning objective? Is the structure of the game appropriate for the instructional objectives, for the audience’s characteristics and intended use? Remember: students need to see the point of it all and know what they personally will get out of the game.

    Note: You can include any number of games you want in a single eLearning course with the only condition that they must respond to initial course objectives. 

    Rules and/or Instructions:

    elearning rulesThis brings us to the next concern that trainers have with regard to including learning games and that is rules and/or instructions. Effective instructions are a vital part when using learning games in your courses. Learners need to know what they are expected to do and how the game is played in order to succeed. You need to answer to some basic questions, for example: Does the game include clear and concise instructions? Do the rules avoid unnecessary and insignificant items?

     Interaction:

    Games are a great resource for experimenting with ideas and knowledge. Without doubt, in games, anything the learner does has a consequence; therefore they become a valuable and experiential tool. It's highly empirial and interactive because students are able to see their results of their decisions in real time, and they can also change their choices and experiment with how they could improve their performance by trying things differently. 

    There are several different types of games that offer interactivity. Some that we can mention: Adventure games,  Building games, Reality Testing games, Role-play games, Puzzles, Competitions, Sport Games. Always keep in mind that you’re making it easy for learners to play the game! 

    Conflict (and/or competition, challenge, opposition)

    elearning gamesThe next -- and probably biggest -- question when including learning games in your courses is, how can they be challenging enough to avoid boredom? This is a tricky question, because games are extremely powerful and students will spend all their energies on winning if they are developed correctly.  Therefore, you have to be careful the game is developed with this in mind. For your convenience, SHIFT offers more than 20 different games already developed with this in mind, so you don’t have to spend time thinking on this.  A challenging game usually means more learners will be willing to play the game, so you’ll generate more engagement.

    Keeping in mind that challenge should match the skill level of the student. Providing an adequate challenge is introducing one that it’s not easy to bore students and not too hard to be resolved, the result can an increase in student’s motivation so be careful!

    Taking a challenge, achieving better scores every time, experimenting and seeing what happens are some of the aspects you should consider to maintain conflict.  The most important thing is that you have enough content to evaluate in a game, so that you can combine different variables to regulate the game’s difficulty level. Although you don’t use games as tests, you should always show students that they are being evaluated and they must respond responsibly. All this is also part of the initial motivation for training.

    Outcomes and Feedback

    feedback elearningThe last major component of your games is the feedback learner’s receive. Certainly, within games there is a close connection between action and instantaneous feedback. Learners need feedback when asked to respond to the different questions. They need to be able to know how they are doing. Therefore, you need to show them if their answers are correct or incorrect… and explain why (Never just say: “That’s wrong. Try again”). Include feedback continuously as it will increase learning and motivational results. Just make sure that it’s encouraging and that should help to reduce friction for completing the game.

     

    You can quickly add several different types of games  in your courses with SHIFT:

    • Game show competitions: IQ Challenge for example. 
    • Detective and adventure games: Rescue de princess, 
    • Timed games: Rally 
    • Sport games: Baseball, Basketball, Golf and Tennis tournaments for example.
    • Simulation games

    Dare to use games in your training! They definitely help engage learners and make them think. As well, they are a totally different and fresh way to assess students without falling into monotony.

    Master these five crucial components when developing learning games, and you'll significantly improve your eLearning courses.  

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    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.

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    The Forgetting Curve: Why Your Training Is Erased Within a Week — and How to Stop It

    Learning Science & Retention Your people don't have a motivation problem. They have a memory problem — and a 140-year-old experiment maps it precisely. Here's what the science says, and what to do about it on Monday morning. Picture the last mandatory training your organization ran. The completion dashboard glowed green. People passed the quiz. Leadership checked the box. Now ask an uncomfortable question: how much of it could those same employees actually use two weeks later? If the honest answer is “not much,” you're not looking at a failure of effort or attention. You're looking at a fundamental property of the human brain — one that was measured, plotted, and published before the light bulb was in common use. It's called the forgetting curve, and until your learning strategy accounts for it, you are quietly paying to fill a bucket that has a hole in the bottom. A 19th-Century Experiment That Still Governs Your Training Budget In the 1880s, a German psychologist named Hermann Ebbinghaus decided to do something no one had tried: measure memory itself. He created hundreds of meaningless three-letter syllables, memorized them, and then tested how much he could recall after 20 minutes, an hour, a day, and beyond. He plotted the results. What he found has a shape every executive would recognize as a problem: memory doesn't fade gently and evenly. It collapses fast at first — the steepest loss happens within hours of learning — and then the decline slows as whatever survives settles in. Draw it on a graph and you get a cliff, not a gentle slope. Here is the version that matters to anyone responsible for a workforce: 100% 75% 50% 25% 0% Knowledge retained Day 0 Day 1 Day 3 Day 7 Day 30 Time after training review review review One-and-done training Training + spaced reinforcement The red line is what most corporate training buys: a steep drop-off in the days after the session. The green line shows the same content reinforced at spaced intervals. Each review lifts retention back up — and each time, the memory decays more slowly than before. The curve gets flatter with every touch. The important detail isn't the exact numbers on the axis — those vary by person, by material, and by how meaningful the content is. The important detail is the shape. Learning delivered once, then never revisited, follows the red line down. And no amount of polish on the original session changes that trajectory. A beautifully produced course that is never reinforced forgets just as fast as a boring one. This Isn't a Theory. It Has Been Replicated for 140 Years. It would be fair to be skeptical of a result from the 1880s built on one person memorizing nonsense syllables. So it's worth knowing that Ebbinghaus's curve is one of the most durable findings in all of psychology. A rigorous 2015 replication reproduced his forgetting curve closely, confirming that the basic shape holds up under modern methods. More importantly for organizations, the solution the curve implies has been tested far more broadly than the curve itself. A landmark scientific review synthesized 317 experiments on how the timing of practice affects memory. The conclusion is one of the most consistent in learning science: spreading learning out over time produces dramatically better long-term retention than cramming it into a single session. Same content, same total time — different result, purely because of when it was delivered. 317 separate experiments, synthesized in one landmark review, point to the same conclusion: spaced learning beats massed learning for durable retention. This is not a trend or a vendor claim — it is settled science. “The single most under-used lever in corporate learning isn't better content or bigger budgets. It's timing. When you deliver training is as decisive as what you deliver.” Why the Standard Corporate Training Model Fights the Brain Most organizational learning is designed almost perfectly to sit on the wrong line of that graph. Consider how a typical program works: 1 It's an event, not a process A half-day workshop, an annual compliance module, a one-time onboarding marathon. The brain treats a single exposure as low-priority information and prunes it — exactly as the curve predicts. 2 It front-loads everything Cramming a year's worth of policy into one sitting feels efficient and is the opposite. Massed delivery is the single fastest way to guarantee the steep red curve. 3 It measures completion, not retention A 95% completion rate tells you people sat through the content. It says nothing about whether they'll remember it when the moment to apply it arrives — which is the only thing that affects performance. 4 It never comes back Without a deliberate second, third, and fourth touch, there is no mechanism to interrupt forgetting. The reinforcement that flattens the curve simply never happens. The result is an expensive illusion of learning. The activity is real. The lasting capability is not. And because the forgetting happens quietly, weeks after the training when no one is looking, the loss rarely shows up on any report. What Working With the Curve Looks Like Instead The good news hidden in the forgetting curve is that it also hands you the fix. Every time a memory is retrieved and reinforced, it decays more slowly afterward. So the entire game becomes: interrupt the drop-off, at the right moments, with the least possible friction. Here is how that translates into practice. The event model (fights the curve) The reinforcement model (works with it) One long session, then silence A short initial session, then spaced follow-ups over days and weeks Passive re-reading of slides Active recall — a quick question that forces the brain to retrieve the answer Everyone reviews everything People revisit what they got wrong, not what they already know Training lives in a separate portal Reinforcement arrives in the flow of work, in two-minute doses Success = course completed Success = knowledge still there weeks later, and visible in behavior 1. Turn the event into a sequence The most powerful change costs almost nothing: stop thinking of training as a day and start thinking of it as a campaign. A 40-minute course followed by three short reinforcement touches over the next month will outperform a two-hour course followed by nothing — with less total seat time. 2. Make people retrieve, not re-read Reinforcement works because the brain has to pull the answer out, not because it sees the content again. A single well-placed question — “What's the first step if you spot this?” — does more for retention than re-watching the whole module. Build retrieval into every touch. 3. Space the touches, then widen the gaps Revisit new material soon after the first exposure, then let the intervals grow — a day, then several days, then a couple of weeks. As the memory strengthens, it needs reinforcing less often. Each cycle buys a flatter curve and a longer runway. 4. Personalize what gets reviewed Forcing a top performer to review what they already know wastes their time and erodes goodwill. Reinforcement should concentrate on each person's weak spots. This is where the reinforcement model stops being a scheduling exercise and starts requiring a system that can adapt to the individual. Key Takeaway The forgetting curve is not a reason to spend more on training. It's a reason to spend differently. The organizations that win aren't the ones with the biggest course libraries — they're the ones that reinforce a smaller amount of content at the right moments, so it actually survives. The Business Case Is Simpler Than It Looks Strip away the neuroscience and the argument for organizations is blunt. If most of what you teach is gone within a week, then the true cost of one-and-done training isn't the price of the course. It's the price of the course plus everything that goes wrong because the knowledge wasn't there when it counted — the compliance miss, the safety lapse, the sales conversation that fell flat, the new hire who takes twice as long to become productive. Reinforcement doesn't just improve a training metric. It's the difference between learning that changes what people do and learning that briefly changes what they can recite. For any leader who has ever wondered why a well-run training program didn't move performance, the forgetting curve is usually the answer — and the reinforcement model is usually the remedy. How SHIFT Helps You Beat the Curve This is precisely the problem SHIFT was built to solve. For nearly three decades, we've helped global organizations move learning off the steep red line and onto the flatter green one — not with more content, but with smarter delivery. Our AI-powered ecosystem is designed around how memory actually works: create engaging learning fast, then reinforce it with spaced, retrieval-based touches that adapt to each learner and reach them in the flow of work. Instead of a single event that fades by Friday, you get a sequence engineered to make knowledge stick — and the measurement to prove it did. 1 Built for reinforcement, not just delivery Learning is designed as a sequence of well-timed touches, so retention is engineered in from the start rather than hoped for after the fact. 2 Adaptive by design Each learner spends their time on what they haven't yet mastered — the personalization that makes reinforcement efficient instead of tedious. 3 Proven at global scale Six million people trained across more than 43 countries, backed by nearly 30 years of eLearning expertise and roughly 20 industry awards. This is battle-tested, not experimental. Stop paying to be forgotten. See how SHIFT turns one-and-done training into learning that survives the forgetting curve — and shows up in performance. Request a Demo The Bottom Line Ebbinghaus proved something in the 1880s that most organizations still ignore in the 2020s: without reinforcement, learning evaporates, fast. The forgetting curve isn't a footnote in a psychology textbook. It's a line item in your budget — the invisible cost of every program that ends the moment the session does. You can't switch off forgetting. But you can decide which curve your people ride. The question isn't whether your training is being forgotten. It's whether you're going to do anything about it. Sources: Ebbinghaus, H., Über das Gedächtnis (1885) • Murre, J.M.J. & Dros, J., “Replication and Analysis of Ebbinghaus' Forgetting Curve,” PLOS ONE (2015) • Cepeda, N.J., Pashler, H., Vul, E., Wixted, J.T. & Rohrer, D., “Distributed Practice in Verbal Recall Tasks,” Psychological Bulletin (2006)

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    Your Best Knowledge Shouldn't Train Someone Else's Model

    Every organization is quietly sitting on a body of knowledge it spent years and serious money to build: the way it onboards people, the methods that make its training work, the hard-won answers to questions customers actually ask, the playbooks that separate it from competitors. For most companies, that knowledge lives scattered across documents, courses, recorded sessions, and the heads of a few experienced people.

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