What is a educational game in company
A educational game in company is a learning device that uses the springs of the game (objectives, challenges, progression, immediate feedback) to transmit professional competence to employees.
It differs from:
- Classic e-learning : which favours the transmission of declaratory knowledge (knowING WHAT) - the pedagogical game excels on procedural skills (knowing HOW)
- The recreational team building : which aims at social bonding - the pedagogical game is centered on learning (more about our original team building)
- The Master's Training : which transmits by speech - the pedagogical game makes learn through the lived experience
The educational game is part of the playful pedagogy, a learning approach theorized by David Kolb (1984) on learning through experience.
Dominating format in B2B: the physical set for 4-8 players, duration 60-120 minutes, used in face training with an animator.
Evidence of effectiveness: what research says
Before investing in a pedagogical game, it is legitimate to ask for evidence. Here are the main academic studies on the subject.
Meta-analysis Wouters et al. (2013) - Psychological Bulletin
39 studies out of 6,500 participants comparing serious games vs traditional methods. Results: Serious games significantly improve declaratory learnings (+25%) and procedural learnings (+28%) vs conventional methods.
Sherbrooke Study (2019) - Learning through the game
Comparison of 200 learners in continuous training: 6 month retention measured at 67% for the set vs. 31% for the classical master course on the same content.
ANACT Report (2020) - Engagement through gambling
French reference study: training using the set game increases the perceived commitment by 60% vs e-learning and 35% vs classical master training.
Theory of experience learning (Kolb, 1984)
Sustainable learning follows a cycle in 4 phases: concrete experience → reflexive observation → conceptualisation → active experimentation. The pedagogical game exploits this cycle perfectly: one lives (game), one observes (debrief), on conceptualise (animator synthesis), one applies (real post-training situation).
Conclusion: playful pedagogy is not a marketing gadget. It has 40 years of solid academic research and reproducible results.
The 12 mechanics that anchor a skill in 1h
Not all game mechanics are valid for pedagogy. Here are the 12 mechanics we use most in serious B2B games, with their use cases.
Memorization mechanics
- Memory / association - To memorize pairs (concept
- Interactive quiz - To check for knowledge of facts.
- Sorting cards - To categorize elements according to business criteria.
Mechanics of understanding
- Sequence construction - To understand a process step by step.
- Cause and effect - To visualize the consequences of a choice.
- Collaborative Concept Map - To structure a complex subject with several.
Implementation mechanics
- Structured role play - To train interactions (sale, negotiation, management).
- Management simulation - To live a complex system (budget, project, supply chain).
- Practical case resolution - To apply a method to a real situation.
Decision-making mechanics
- Moral dilemma / arbitration - To live difficult choices before the real situation.
- Team strategy - To learn how to co-build a decision.
- Chaos / Crisis Game - To develop the ability to react under pressure.
A good pedagogical game combines 3-5 complementary mechanical, alternating over the duration of a session to maintain the engagement.
Pedagogical game vs e-learning : comparative table
| Criterion | Educational game | E-learning classic |
|---|---|---|
| Initial cost | High (budget adapted to your project for creation) | Moderate (budget adapted to your project for standard module) |
| Marginal cost per learner | Very low (reusable indefinitely) | Very low (but requires platform) |
| Emotional engagement | Very high | Low to medium |
| 6 months | 60-70% (measured) | 25-35 % (measured) |
| Collaborative learning | Excellent | Very limited |
| Procedural jurisdiction | Excellent | Limited |
| Declaratory powers | Good | Excellent |
| Quickly update content | Difficult (reprinting) | Very easy |
| Animation required | Yes (trained facilitator) | No (autonomous) |
| Possible distancist | Limited (hybrid game only) | Yes (native) |
Verdict: pedagogical game and e-learning are complementary, not substitutableThe best L&D strategy combines both: e-learning for the evidence bases disseminated on a large scale, teaching game for key skills to be anchored on a sustainable basis.
The optimal format of a B2B educational game
Of 33 client cases, we have converged to an optimal format for the majority of B2B projects. Here are the recommended parameters.
- Session duration 90-120 minutes (no less, no more). Below, the game does not have time to operate pedagogically. Above, cognitive fatigue.
- Number of players 4-8 per session. Allows diversity of profiles while keeping everyone engaged.
- Level of complexity : understandable rules in less than 5 minutes. If the host has to explain 15 minutes before playing, the game is too complex.
- Competitive or cooperative 70% of our B2B projects are cooperative (players collaborate against the game). More aligned with the current corporate culture.
- Board or cards alone : board if the game is anchored in a visual process/path. Cards for modular games more flexible.
- Physical components - minimum required but maximum quality. Better than a poor avalanche of parts, it is less beautiful.
Typical project format: bell box 220×160×60 mm containing 1 foldable tray, 60-100 cards, 8-12 wooden pawns, 1 rule book 16-32 pages, 1 facilitator guide 10-20 pages.
Animating an educational game: the key to success
A trained B2B educational game without animator is a wasteful investment. Animation accounts for 40% of the pedagogical effectiveness of the device.
The role of the facilitator
The facilitator is not the master of ceremonies who distributes the cards.
- Framework the experience : set goals, manage time, secure psychological framework
- Observe dynamics : to identify who is motor, who is in retreat, who resists
- Re-launch if necessary : if the group blocks or goes astray
- Animate the debrief : to bring learning back, anchor key messages, make the link with the professional daily
The typical structure of a session
| Phase | Duration | Objective |
|---|---|---|
| Home + framing | 10 min | Laying down the framework, explaining the objectives |
| Presentation of rules | 5-10 min | Explain the rules, distribute the material |
| Round | 60-90 min | Play the main part |
| Structured brief | 20-30 min | Uplifting learning, making the business link |
| Post-session commitment | 5-10 min | Ask everyone for a concrete commitment for the week |
The debrief is the most important phaseWithout structured debriefing, the experience remains fun but does not anchor itself in operational competence.
Our animation service
We systematically provide a detailed animation guide (10-20 pages) with each B2B game delivered, plus a training session animators in video (1h30) or presentation (3h).
Concrete case: Fresque du Climat × Bordas
One of the most emblematic cases of educational game B2B: the series production of Fresque du Climat with Bordas.
Context Since 2018, Fresque du Climat has become the reference educational game to understand climate issues. More than 1.5 million users worldwide, 60 languages. Bordas has published a French premium version for distribution in the school network and companies.
Our role : series production of tens of thousands of copies, with quality requirement school editor (matt film-coated 350g cards, premium bell box, 32 page animator booklet, EN71-3).
Technical specifications of the game :
- 234 thematic card in cardboard 350g film-coated matt (maximum readability, durability 5+ years)
- Bell box 295×205×55 mm compact cardboard 2 mm
- Animator book 32 pages with detailed educational scenario
- Inner cardboard cale to house the cards properly
- EN71-3 compliance documented for school use
Climate Fresco is used every week in our trainings - the quality of Craft Your Games's manufacturing is essential because the cards pass in hundreds of hands. On 234 cards, after 18 months of weekly use, none is degraded. This is what we expect from a reference school publisher.
Head of Education · Bordas (Cas Fresque du Climat)5 errors that lead to a pedagogical game project
- Want to transmit everything - An effective pedagogic game transmits 5-15 well-rooted key messages, not 200 superficial messages. Limit ambition.
- Test only between colleagues in the project - Playtest must be done with 3-5 groups representative of the final audience. Test between experts of the subject heavily biased.
- Underestimating the training facilitators - A poorly animated game disappoints, no matter its quality. Investing in the training facilitators is non-negotiable.
- Skip the educational debrief - The post-game phase where the facilitator brings learning back is what turns the play experience into operational competence, which accounts for 30% of the total time but 50% of the effectiveness.
- Measuring too early - Evaluating pedagogical effectiveness 1 week after the game gives flattering but not relevant figures. Measure to 3 and 6 months to really judge.
You're designing a pedagogic game?
Our team helps you avoid these 5 errors. Free 30 min frame exchange.
Reserve 30 minExternal sources consulted
- CNAM - Adult pedagogy research
- ANACT - Game-based training engagement
- Cairn.info - Academic articles on playful pedagogy
- CNESCO - National School System Assessment Board
- Harvard Business Review - Corporate serious game case studies
If you are planning a project on this topic, we manufacture in the EU with EN71 compliance, plant-based inks and responsible-paper certifications. Costed quote within 48 hours.
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