Gamification is essentially the use of game mechanics in non-game environments. It is the innovative and creative use of content and game making techniques to achieve a real life objective – “making something serious, fun”. Gamification can be used to engage employees and consumers and motivate them to behave in certain ways (use your products/services, attend training courses, achieve more sales etc.).

We take content and apply game dynamics & behavioural models to improve performance. We go beyond simply using badges and leaderboards. We integrate game constructs into organisational development, awareness raising and external communications to deliver an excellent return on investment. We use games within our learning products – Learning Simulations and Narrative-based Learning. We can also gamify workshops.

Games Based Experiential Learning

Gamification and experiential learning

David Kolb published his learning styles model in 1984 where he outlined 4 stages to experiential learning. We have hacked the theory in terms of games based learning / gamification and overlaid Honey & Mumford’s learning styles.

  1. Concrete Experience – (new or a reinterpretation) = Play
  2. Reflective Observation (considering what was experienced) = Ponder
  3. Abstract Conceptualization (reflections are built into an idea) = Piece Together
  4. Active Experimentation (testing the new ideas) = Practice
Paul Ladley
Paul LadleyDirector and Principal Learning & Development Consultant
Paul has been designing and developing learning games and simulations for over 15 years. He has a vast knowledge of game mechanisms and experience in delivering gamified products and services to varied audiences. He is considered an expert in the field and has been invited as a guest speaker on webinars and events such as the Westminster Education Forum.

Paul is one of the authors of Pixel Fountain’s Games Based Learning and Gamification Blog which is highly regarded and has won a ‘Best in Gamification’ award.


Demo Game

Case Studies

[I liked] the interactive nature of the approach. In particular, the relationship between the computer and people aspects.  I am sure this sort of software will be a large part of teaching in the future.