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4621 N Ravenswood Ave.
Chicago, IL 60640
United States



NogginLabs was founded on the notion that custom e-learning design and development is the ultimate horizontal industry. Time and again, each new project, client, and industry proves it. The biggest advantage of the e-learning horizontal is cross-pollinating ideas from two wildly different domains. A restaurant service simulation for iPad may influence a high-fashion online retail challenge. E-learning for financial advisors in a bank could inspire a mobile outreach program for cancer survivors. This variety also keeps the creative folks at NogginLabs fresh. Fresh learning ideas and designs come from a set of constantly changing constraints.

Do we need a training game?


Do we need a training game?

Sara Jensen

So, you're ready to design an engaging and effective training program. How do you know if gamification will work? If your audience will respond the way you expect them to? Check out our video, where Senior Instructional Designer Matt Trupia addresses the question of whether you need a training game.

When you're thinking about whether you want a game or not, or if you need a game or not, there are a couple of things to consider. When we talk about your audience, you want to think about:

  • What's their job like?
  • What is their work flow like?
  • What are their best practices?
  • What do they do on a day to day basis?
  • What are their interests, and what are their hobbies?

We really want to get into the nitty gritty of what these details are for your audience, so we can determine if a game, or what principles of a game, would be correct for your training project.

For example, if you have an audience that's very young, and interested in technology, and really into games in a lot of ways, they could be an audience that's very well primed for a game built around your training material. If not, there are still a lot of ways you might do it. They don't need to be very familiar with games, but you might consider choosing different elements, making it a little simpler, making the rules or the constructs of the game a little simpler--all based on your audience. After all, these are the people that have to take the training when you've completed it anyway, so you want them to feel motivated and have buy-in by the time you complete it. It's a long development process, so you want to make sure you're choosing the right elements.