What the report reveals

  1. Time to make virtual training feel more real

    To innovate, almost 30% would choose simulators, ahead of virtual reality and video games.

  2. The rise of self-directed development in the digital era

    59% favour opening up a varied course catalog to the whole workforce.

  3. Key factors in online training programs

    Applicability comes first (53%), followed by an engaging format and access from any device.

  4. Measuring the impact of online courses

    Skills acquired (62%) is the star metric, far ahead of completion rates.

  5. Designing digital training for clients

    What consultants and course creators are after: 24% want, above all, to stand out from the competition.

  6. Game-based learning to create and sell courses

    52% believe it would win them more clients, and 30% that completion rates would go up.

  7. The rise of authoring tools

    Interactive, gamified courses and ease of use: the two priorities when choosing a tool.

  8. Takeaways for your online training strategy

    Six actionable ideas, from open catalogs to new revenue streams for course creators.

59%open up a varied course catalog to the whole workforce to encourage self-developmentSource: Serious Games, Serious Impact (Gamelearn, 2021)
53%insist that what’s learned must apply to personal and professional lifeSource: Serious Games, Serious Impact (Gamelearn, 2021)
62%judge a course’s success by the skills acquiredSource: Serious Games, Serious Impact (Gamelearn, 2021)
52%of consultants believe game-based learning would bring them more clientsSource: Serious Games, Serious Impact (Gamelearn, 2021)

Serious games in online training: where this report comes from

In 2021, with the pandemic still setting the pace, Gamelearn (now Game Strategies) asked 1,000 professionals what was actually working in online training. Two profiles answered: HR people in companies across different industries, and HR and L&D consultants who work for other organizations.

The big-picture finding echoes the Contradictions of Corporate Training 2021 report: digital rules, but training needs more experiential learning. Asked how they’d innovate their training plan, almost 30% would pick simulators, ahead of virtual reality (almost 25%) and video games (almost 22%).

The report goes one step further: virtual reality still needs expensive hardware, while an online serious game only needs an internet connection. Real-life simulations, at a cost that scales.

Self-development: open the catalog and let people fail

How do you get people to own their development? The favourite recipe is opening up a varied course catalog to the whole workforce (59%). Next come learning paths that adapt to each person’s progress (31%), paths tied to a goal such as a promotion (29%) and letting each employee design their own route (26%).

The report picks up an idea from Aaron Ross, author of Predictable Revenue: build a “Mini CEO” culture and learn to let people make mistakes. With remote work, the challenge is giving them room to fail and learn without anyone getting hurt.

We really want our people to own their development.

Natasa Basic, FastForward and Management Trainee Program Manager

What makes an online course work (and how to measure it)

When choosing or building a course, applicability wins: 53% insist that what’s learned must be useful in personal and professional life. Right behind, almost tied, come an engaging format (40%) and access from computer, tablet or phone.

And how do you know it worked? 62% look at the skills acquired after the course. Then come the share of learners who find it applicable (37%), individual and group progress (36%), recommendation rate (22%) and completion rate (14%).

The report sounds a warning: many standard e-learning platforms measure these metrics well, but don’t help improve them. For that you need gamification, storytelling, simulations and personalized feedback.

Getting into the actual game helped them take in even more information. Being able to get them engaged was amazing.

Sarah Spivey, L&D Director at Germania Insurance

Consultants and course creators: games as an edge

The second half of the report listens to HR consultants, instructional designers and content developers who sell training to companies. Their number one goal when building an online catalog is to stand out from the competition with original content and cutting-edge technology (24%).

The market is there: according to Contradictions 2021, 52% of online courses are created by external providers and consultants. Game-based learning gives them an edge because it keeps the experiential side of classroom training in a digital format: role-play in a controlled environment and constructive failure.

What impact do they expect? 52% think they’d win clients, nearly 4 in 10 that learner satisfaction would rise and 30% that completion rates would go up.

One of the great advantages of game-based learning is that it allows interaction in a safe environment where you’re not afraid to fail in order to learn.

Darrin Martin, Training and Development Manager at Volkswagen of America

Authoring tools: gamify without writing code

Zoom, Webex and Teams saved the day, but widened the gap between learners and instructors. That’s why content creators are now turning to authoring tools: high-quality courses that are quick to produce and easy to update.

When choosing one, around half prioritize creating interactive courses with gamification and ease of use. Only 20% focus on integration with the client’s LMS. The report closes with the Editor, Gamelearn’s authoring tool, named Best Authoring Tool Solution at The EdTech Awards 2021, which turns any content into a video game with no programming.

FAQ

Who took part in the survey?

1,000 professionals in 2021: HR people in companies across different industries, and HR and L&D consultants who work for other organizations.

Which metrics are used to measure the impact of online training?

According to the report: skills acquired after the course (62%), the share of learners who find it applicable (37%), individual and group progress (36%), recommendation rate (22%) and completion rate (14%).

Why serious games rather than virtual reality?

Virtual reality still requires expensive hardware. An online serious game offers real-life simulations with just an internet connection, so it reaches the whole workforce at a low cost.

Is the report available in English?

No, the full report is only available in Spanish. This page sums up its key findings, and you can download the Spanish PDF for free.

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