Training Games for Employees: 12 That Build Real Skills
12 training games for employees, grouped by the skill they practise, with setup, time, group size and the debrief questions that make each one work.

A training game is a short activity with rules, a goal and a challenge that makes employees practise a job skill, such as recalling, deciding, explaining or following a procedure, then talk about what happened, so the game is part of the training rather than a warm-up.
- Pick the skill people need first and the game second, because a game that practises nothing is an energiser, not training.
- In a review of 65 samples, mostly university students, computer-based simulation games gave 14% higher procedural knowledge than comparison groups.
- Entertainment ratings did not explain learning differences in one simulation-game review. That does not show enjoyment is irrelevant to every learner or game.
- Debriefs after simulations and real work improved performance by about 20% to 25% on average across 46 samples.
- Avoid forced disclosure and public individual rankings. Include accessible participation, corrective feedback and later practice where the task needs it.
Five questions, about a minute. Answer for one training session you are planning that includes games or activities. This is an unvalidated planning check, not a prediction of learning. Read each answer on its own: a high total cannot cancel a gap in one answer. This does not verify learner competence.

Train teams faster and more effectively with AI
Imagine a manager asking for "a few games" in Thursday's product training. By Wednesday night the trainer has icebreakers, a tower challenge and a bingo card, but no clear way to practise the new returns process. The problem is the missing connection to the job. Choose the skill first, then an activity that gives everyone a chance to attempt it.
I'm an instructional designer at Coursebox, where we make an AI tool for employee training that builds the online follow-up to sessions like this one. It does not run the games in the room, and I say where it fits and where it does not. In this guide I group 12 corporate training games by the skill each one practises, with the setup, time, group size, debrief questions and an online version for each. I also cover what the research on games does and does not show, how to run the debrief, when games backfire, a half-day onboarding session built from five of the games, two real cases, a product test and a free picker you can download.
What are training games?
A training game is a short activity with rules, a goal and a challenge that makes employees practise a job skill, such as recalling, deciding, explaining or following a procedure, then talk about what happened.

Each part of that definition does a job. The rules and the goal give people something to do, and the challenge (a clock, a twist, a competing team) makes them think rather than recite. The skill is what separates a training game from a party game. The talk at the end, the debrief, is where people connect what happened in the game to what they will do at work.
Interactive games for training sessions come in five groups, by the skill each practises: recall, decision making, communication, procedure and teamwork. The 12 games below cover all five.
Icebreakers can help a new group settle in, but that alone does not practise a job task. They are outside this selection unless adapted to a specific work objective. If the session needs an opener, our guide to training engagement covers that purpose.
Training games vs gamification
A training game is a designed activity with rules and a goal. It can run in a room or online. Gamification applies game elements, such as points or challenges, to an activity that is not itself a complete game. Neither has to include a leaderboard. This guide covers playable activities; our gamification tools guide covers software choices.
How to choose a training game
Choose the skill first and the game second. Before you choose any training activities for employees, answer three questions:
- What must people do differently after the session, in words you could watch them do?
- Which kind of skill is that: recall, decision making, communication, following a procedure or teamwork?
- How many people do you have, for how long, and in a room or online?
The first question is the hardest to answer well. "Understand the new returns process" cannot be observed; "process a return with no receipt in under three minutes" can. If you are not sure what people cannot yet do, start with a training needs analysis questionnaire before you choose anything.
Then pick from the group that matches the skill. The table gives the 12 games at a glance, with the time each takes including its debrief.
| Game | Skill group | What it practises | Group size | Time | Online version |
|---|---|---|---|---|---|
| 1. Quiz board | Recall | Retrieving facts the job needs | Teams of 4 to 6 | 20 to 25 minutes | A quiz that explains each answer |
| 2. Card sort race | Recall | Sorting items into the right category | Pairs or threes | 15 minutes | A drag and drop question by category |
| 3. Priority ranking with injects | Decision making | Choosing what to do first when several things land at once | Tables of 5 or 6 | 30 to 40 minutes | A branching scenario |
| 4. Tabletop exercise | Decision making | Working through an unfolding incident with roles | 6 to 12 with a facilitator | 60 to 120 minutes | A multi-turn scenario, as a partial substitute |
| 5. Back-to-back drawing | Communication | Giving and checking precise instructions | Pairs | 15 minutes | Live video-call pairs with separate drawings; a solo task is different |
| 6. Paraphrase pass | Communication | Listening and confirming before acting | Threes | 15 to 20 minutes | An open-text paraphrase with a model answer |
| 7. Role-play triads with an observer | Communication | A customer or colleague conversation | Threes, rotating roles | 30 to 45 minutes | A branching scenario with AI feedback |
| 8. Sequence scramble | Procedure | Putting a procedure's steps in order | Pairs, then teams | 15 to 20 minutes | A drag and drop ordering question |
| 9. Spot the mistake | Procedure | Noticing errors in someone else's work | Teams of 4 to 6 | 20 to 30 minutes | Video or images with what-is-wrong questions |
| 10. Two-round process game | Procedure | Seeing what a method changes | Teams of 6 to 9 | 45 to 60 minutes | Remote teams with matching physical kits, or a solo follow-up on the method |
| 11. Paper tower | Teamwork | Planning, roles and testing early | Teams of 4 or 5 | 30 minutes | Local or video-linked teams with suitable materials |
| 12. Escape room from job content | Teamwork | Combining knowledge under time pressure | Teams of 4 to 6 | 45 to 60 minutes | A digital escape game needs a purpose-built tool |
The times and group sizes are my facilitation guidance, not rules. Each game below ends with three debrief questions in the same pattern: what happened, what it shows about the job, and what people will do differently on their next shift.
Recall games
Recall games make people pull facts out of memory instead of reading them again. Use them for the things a person must know without looking up: product names, codes, who to call, which form goes where.
1. Quiz board
- The skill: Retrieving facts the job needs, such as product names, codes and contacts.
- Group size: Teams of 4 to 6.
- Time: 20 to 25 minutes, including the debrief.
- You need: A 4 x 5 grid on a whiteboard or screen: five categories across the top and four questions in each, worth more as they get harder. Keep the score per team.
- How it runs: Teams take turns to pick a square. Give everyone a moment to record an answer before the team agrees one. A wrong answer passes the question to the next team. After each answer, explain the correct response. Team points keep the game moving; the individual attempts show who needs more practice.
- The debrief: Which answers did your team argue about? What made the right answer right? Where will you check that fact on the job tomorrow?
- Online version: A quiz that explains each answer. Our AI quiz generator drafts the questions from your own documents; check that every question explains its answer before you publish.
A quiz board beats a recap slide because answering is itself practice. In a lab study, Henry Roediger and Jeffrey Karpicke found that students who practised recalling a passage remembered 56% of it a week later, against 42% for students who reread it. That was one study with students. A 2017 meta-analysis of practice testing by Olusola Adesope and colleagues reached the same conclusion: practice tests were "more beneficial for learning than restudying and all other comparison conditions". If you want to run the board live on phones, our comparison of Kahoot and Blooket covers two of the live quiz tools.
2. Card sort race
- The skill: Sorting items into the right category, such as risk levels, product lines or which request goes to which team.
- Group size: Pairs or threes.
- Time: 15 minutes, including the debrief.
- You need: A deck of 20 to 30 cards, one item on each, and 3 to 5 header cards for the categories. One deck per pair.
- How it runs: Pairs sort the cards, then check them against the answer key and explain disputed placements. If you use a timer, allow enough time for every pair to attempt the task and offer an untimed version. Judge the classification and reasoning before speed; the first pair finishing should not end everyone else's practice.
- The debrief: Which card did you move more than once? What rule did you use to decide? Which of these items will you meet on your next shift?
- Online version: A drag and drop question where learners place each item in its category.
Decision-making games
Decision games put people in front of a situation with more to do than they can do at once. They practise judgement: what to act on first, what to hand on, what to leave.
3. Priority ranking with injects
- The skill: Choosing what to do first when several things land at once.
- Group size: Tables of 5 or 6, with each person ranking alone first.
- Time: 30 to 40 minutes, including the debrief.
- You need: Five situation cards that could all arrive in the same hour, and one or two inject cards: a new event that changes the picture.
- How it runs: Each person ranks the five situations alone in five minutes. Then the table agrees one order and writes the reason for its first choice. Halfway through, drop an inject card on every table and ask them to re-rank.
- The debrief: What changed your order when the inject arrived? Where did the table overrule someone, and for what reason? What would you check first if this happened for real?
- Online version: A branching scenario where each choice changes what happens next. Our guide to scenario-based learning covers how to write one.
4. Tabletop exercise
- The skill: Working through an unfolding incident as a team, with roles and timed updates.
- Group size: 6 to 12 people, with a facilitator.
- Time: 60 to 120 minutes, including the debrief.
- You need: A written scenario, a set of timed updates, a role card for each person (for example the shift lead, the person who calls the customer, the person who logs the incident) and one observer.
- How it runs: The facilitator reads the opening situation and each role says what they would do and who they would tell. Every 10 to 15 minutes a new update arrives. Nobody carries out the actions; the team talks them through. The observer notes each decision, who made it and who was told.
- The debrief: What did each role know, and when did they find out? Where did information stall? Which step in our own procedure would you change?
- Online version: A multi-turn scenario can rehearse one person's decisions, but it cannot replace the team talking to each other, so treat it as a partial substitute.
Communication games
Communication games practise saying something clearly and checking it landed. Most of the learning comes from the gap between what was said and what was heard.
5. Back-to-back drawing
- The skill: Giving precise instructions and checking they were understood.
- Group size: Pairs, sitting back to back.
- Time: 15 minutes, including the debrief.
- You need: Simple line drawings made of shapes, plus paper and pens.
- How it runs: One person describes the drawing without naming what it is; the other draws without speaking. In round two, swap roles and allow questions. Compare each drawing with the original.
- The debrief: Which instruction caused the biggest error? What changed when questions were allowed? Which instruction at work gets misread like this?
- Online version: Run pairs in separate video-call rooms, with one person describing and one drawing. Keep the source drawing hidden from the receiver and swap roles. A self-paced reconstruction question practises a different skill because no partner can clarify.
6. Paraphrase pass
- The skill: Listening, then confirming what you heard before you act on it.
- Group size: Threes.
- Time: 15 to 20 minutes, including the debrief.
- You need: Short message cards, each a request or a handover note of three or four details.
- How it runs: In round one, A reads a short card to B, who relays it to C; compare the result with the original. In round two, allow B and C to ask questions and repeat key details back to the sender before acting. Rotate roles. Use the second round to practise confirmation, not just expose the limits of memory. Keep written job aids where the real work permits them.
- The debrief: Which detail dropped out first? Did the lost detail change what the last person said they would do? What will you repeat back before you act on your next handover?
- Online version: A short-answer question where the learner paraphrases a message, with a model answer to compare against.
7. Role-play triads with an observer
- The skill: Handling a customer or colleague conversation.
- Group size: Threes: one person plays the staff member, one the other party and one observes. Roles rotate.
- Time: 30 to 45 minutes, including the debrief.
- You need: Situation cards and a three-line checklist for the observer, written for the behaviour you want to see.
- How it runs: Run three rounds of about eight minutes, so each person plays every role once. Each round is a few minutes of conversation, then feedback from the observer against the checklist.
- The debrief: Observer first: what did the staff member say that worked, word for word? Where did the conversation go off track? What line will you use next time?
- Online version: A branching scenario with AI feedback. Our branching scenario software builds one from a description of the situation.
Role play has its own workplace evidence. A 2005 review of 117 studies of behaviour modelling training (show the skill, practise it, get feedback) by Taylor, Russ-Eft and Chan found that skills held up or grew over time, and that transfer to the job was greatest when trainees practised scenarios they wrote themselves and when their managers were trained too. So let people write some of the situation cards, and brief their managers on what was practised. For ready-made situations, see our customer service role-play scenarios and role-play simulation examples.
Procedure games
Procedure games practise the order of a task and the habit of checking it. They suit any job with a set sequence, from a radio call to a month-end close.
8. Sequence scramble
- The skill: Putting a procedure's steps in the right order and spotting steps that do not belong.
- Group size: Pairs, then teams.
- Time: 15 to 20 minutes, including the debrief.
- You need: The steps of one procedure on separate cards, shuffled, plus two decoy cards that look plausible but are not part of it.
- How it runs: Each pair orders the cards and sets aside the decoys. Pairs then compare with another pair and agree one order. Reveal the correct order and say why each step sits where it does.
- The debrief: Which decoy did someone keep, and why did it look right? What goes wrong if one step moves? Which step will you check first on the job?
- Online version: A drag and drop question where learners put the steps in order, with feedback that explains the order.
9. Spot the mistake
- The skill: Noticing errors in someone else's work before they cause a problem.
- Group size: Teams of 4 to 6.
- Time: 20 to 30 minutes, including the debrief.
- You need: A demonstration of the procedure, live or on video, run several times. Some runs contain one planted error. Keep your own list of the errors.
- How it runs: Teams watch each run and write down any error and the correct step. Score per team. After the last run, go through your list.
- The debrief: Which mistake was hardest to spot? Which would cost the most if it happened for real? How will you check your own work for it?
- Online version: Video clips or images with a question after each: what is wrong here?
10. Two-round process game
- The skill: Seeing what a new method changes by working without it, then with it.
- Group size: Teams of 6 to 9.
- Time: 45 to 60 minutes, including the debrief.
- You need: A simple build task (paper models or building bricks), role cards for each station and a scoring sheet for output, defects and on-time delivery.
- How it runs: Round one runs for a set time with no method. Introduce the method in a few minutes, then run round two with it. Put both sets of scores side by side.
- The debrief: Which numbers moved and which did not? How much of the change is the method, and how much is a second attempt? Which part of the method would work in our own team?
- Online version: Teams can join remotely if each local team has the same materials, clear roles and a camera showing its build. A solo online scenario can revisit the method, but does not reproduce the team coordination.
The second debrief question is there because round two is also a second attempt. Comparing the rounds can prompt discussion, but without a suitable comparison it cannot isolate the new method's effect. A study with employees from 44 companies illustrates that limit.

Case study: Employees from 44 German companies play a Lean assembly game twice
Companies often choose a process-improvement method without seeing what it changes in their own work. Over five months in 2018, researchers took a mobile business game kit to 44 companies of different sizes and industries across Germany and ran it on site.
- What they did: Each company sent nine employees, from production and from other business units: three on assembly, two on material supply, one on final inspection and three who made sure the rules were followed and recorded defects and output. Teams had 10 minutes to build as many model dump trucks as they could. Round one had no instructions or method. In round two the team used Kanban cards and standard worksheets.
- Evidence and result: In Poetters, Schmitt and Leyendecker's 2020 study, 40 teams had complete records for both rounds. On-time delivery went from 29 to 39 teams, and reworks fell from 33 to 17; both changes were statistically significant. Inventory cost per team fell by about 6%, but that reduction was not statistically significant.
- Limitation: Round two was also each team's second go, and no team replayed without the method; the authors note "uncertainty concerning learning effects". The figures come from the game, not from the companies' own production, and the companies were recruited through the university's network.
- Lesson: Play once as things are, then again with the new method. Debrief inventory cost as well as delivery and rework, including results where a reliable change was not detected. Ask how much of the improvement might come from a second attempt.
Teamwork games
Teamwork games practise planning, dividing up work and sharing what each person knows. Use them when the job depends on several people acting together, not as a reward at the end of a long day.
11. Paper tower
- The skill: Planning, sharing out roles and testing early under a time limit.
- Group size: Teams of 4 or 5, with one observer per team if you have the people.
- Time: 30 minutes, including the debrief.
- You need: A stack of paper for each team and nothing else: no scissors, glue or tape. Set a rule, such as the tower must stand on its own for ten seconds.
- How it runs: Teams plan for five minutes without touching the paper, then build for ten. Measure each tower. The observer notes who made each decision and when the team first tested whether the tower would stand.
- The debrief: Who made the key decisions, and how? When did you first test the tower? What will you agree before your team starts its next shared job?
- Online version: Local teams can build while connected by video, or individual remote participants can plan together with separate materials. Check that the arrangement still practises the coordination you need. A solo digital exercise will not reproduce the physical build.
The paper tower is a team-building staple, and on its own it is an energiser. With an observer and a debrief tied to real work, it becomes training. A course for copper miners in Poland used it that way.

Case study: Polish copper miners practise soft skills through games in paid work time
The Polish copper mining complex in this study employs about 2,200 people across seven underground divisions, in work the researchers describe as high-stress. They studied a soft-skills course for volunteer miners, blasters, machine operators and shift foremen, compared with a group matched on position.
- What they did: The course ran for 16 hours, as two 8-hour meetings in regular working time that counted towards monthly pay, in groups of 16, 16, 8 and 8, led by two certified trainers. Its games included building a paper tower "without scissors, glue or other tools", with the team's dynamics observed, analysed and discussed afterwards; two games on individual and shared responsibility; and a prisoner's dilemma game on ways of settling conflict. Participants then identified improvements for their everyday work.
- Evidence and result: In Molek-Winiarska and Kawka's study, published in 2024, with 48 people trained and 48 in the comparison group, the trained group's self-reported work stress score fell from 94.43 to 68.75, against 88.89 to 86.66 in the comparison group. The difference between the groups was statistically significant, and self-reported decision latitude and general health also improved in the trained group.
- Limitation: Participants were volunteers, about 2% of the miners, not randomly chosen. Every outcome was self-reported, and the researchers could not check whether the skills were used at work. The games sat inside a course with theory, questionnaires and discussion, so their own effect cannot be separated.
- Lesson: This course shows how games, facilitated discussion and work examples can be delivered together in paid time. Self-reported outcomes improved in the trained volunteers, but the design cannot isolate the games or establish their effect on everyday work. Treat it as a delivery example and measure transfer in your own setting.
12. Escape room from job content
- The skill: Combining what several people know to solve problems under time pressure.
- Group size: Teams of 4 to 6.
- Time: 45 to 60 minutes, including the debrief.
- You need: Four to six puzzles built from the job, so each answer comes from a procedure, a policy or a product fact. A lockable box or sealed envelopes, and a few hint cards.
- How it runs: Each solved puzzle gives the code or clue to the next. Teams can ask for a hint, and you note which puzzle it was for. Stop at the time limit whether or not every team is out.
- The debrief: Which puzzle needed a hint, and what does that say about what we should reteach? Who held the knowledge that solved each puzzle? What will you look up rather than guess on the job?
- Online version: A digital escape game needs a purpose-built tool. In an online course, a chain of scenario questions keeps the job content but loses the team pressure.
The escape room format also suits topics people expect to be dull; our guide to making compliance training fun has more on that. A trial in Geneva tested a digital version against a plain document. Staff of 36 long-term care facilities, including catering, hospitality, administrative and activities staff as well as nurses, were randomly assigned to "Escape COVID-19", a four-level digital escape game, or to the official infection prevention guidelines.
The Geneva trial measured what staff said they would do, not what they did, and the authors say they cannot be certain that staff who said they would change actually did. The trial invited every role, from catering to administration, and staff in both groups most often said they wanted to change because they felt they played "an important role in the common effort". When you build your own puzzles, make every role in the room needed to finish.
What the research says about training games
Research on computer-based games reports learning benefits in some comparisons, with results varying by design and comparison method. Most participants were students, so these findings guide questions to ask about live employee games rather than establish their effectiveness. Enjoyment, repeated access and supplementary instruction were studied as moderators, not guarantees.
The review most relevant to workplace training is Traci Sitzmann's 2011 meta-analysis in Personnel Psychology. It pooled 65 samples with 6,476 trainees. Most were university students; employees and military trainees made up about a tenth of the samples, and the effect did not differ significantly between those groups.
The same review found retention 9% higher. The conditions behind the gains are more useful to a trainer than the averages:
- Active play: Games where trainees actively worked through the content did much better than mostly passive ones.
- Replay: Games trainees could play "as many times as desired" did better than games with limited access.
- A supplement, not a replacement: Games added to other instruction helped. When the game replaced instruction, the comparison group learned more.
- Comparison with active teaching: The review did not detect a reliable advantage when the comparison teaching also involved active learning. That does not establish that the approaches are equivalent.
- Entertainment: The review did not detect a reliable relationship between rated entertainment and learning. That does not show that enjoyment is irrelevant.
A second review points the same way. Pieter Wouters and colleagues' 2013 meta-analysis of 39 studies of computer-based serious games, only two comparisons of which involved adults, found that the games gave modestly better learning and retention than conventional instruction, but that they were "not more motivating than the instructional methods used". Games did better when people played in groups, over several sessions and alongside other teaching.
Clark and colleagues' 2016 review found a modest average learning advantage for digital games among school and university students. Multi-session studies had larger estimated effects than single-session studies, whose pooled advantage was not statistically reliable. This subgroup finding does not show that any one-off employee game fails, or that adding a repeat causes a benefit. Plan later practice when the skill needs it and inspect the result.
Wouters's review did not establish a motivation advantage, and Sitzmann's did not detect a reliable entertainment-learning relationship. If the brief is simply to make a session fun, name the skill people should practise and how you will check it. Enjoyment can support participation; it cannot replace the attempt.
A small randomised trial assigned 42 Edmonton paramedics to a digital neonatal-resuscitation game or a lecture video lasting about thirty minutes. Immediate manikin-test scores improved overall, with no statistically reliable difference in change between the groups. The study was small and one author owned the company distributing the game. It does not establish equivalent effectiveness or a lasting benefit. Choose the activity for the practice it offers and inspect a relevant outcome.
How to debrief a training game
A debrief is a structured conversation about what happened and how it relates to work. A game can provide practice before the debrief, while discussion helps learners inspect decisions, correct errors and plan another attempt. Leave time for both.
Debriefing has evidence across simulations and real work. Tannenbaum and Cerasoli's meta-analysis of 46 samples reported average performance benefits described as roughly 20% to 25%. These were varied tasks, not only games, and the average debrief lasted about 18 minutes. Use a structured discussion suited to the task rather than promise that percentage for this session.
Use the same three questions after every game:
- What happened? Facts first, from the scores or the observer, before anyone's opinion.
- So what? What the game shows about the job: the step people missed, the call they made too late, the detail that dropped out.
- Now what? One thing each person will do differently on their next shift.
That pattern is the reflection stage of experiential learning: the game supplies the experience, and the debrief turns it into a decision. Budget the time for it inside the game's slot, not after it, or it will be the first thing cut when the session runs late.
When someone observed, invite their account alongside the participants' explanations. An observer can miss events too. Compare notes and results before deciding what happened, then ask what to change on the next attempt.
A half-day onboarding session built from five games
To show how the games fit together, here is one session from start to finish. The example is hypothetical; the resort, the people and the numbers are illustrative.
An alpine resort in Victoria's high country opens for the season in June. It has four lifts: Village Chair, Ridge Quad, Summit Six and Gully T-bar. Last season, supervisors reported two problems with new staff. Their radio calls often missed where they were or what they needed, so Lift Control had to call back. And new staff at the ticket gates escalated routine lift-pass problems to supervisors instead of handling them.
The learners are 24 new seasonal staff for the lifts and guest services team, a mix of first-season and returning staff. Before the session they read a two-page pre-read with the trail map, the lift names, the call signs and the resort's radio call format. Nadia, the resort's training coordinator, runs day 2 of onboarding. Callum, a lift supervisor, plays Lift Control on the radio and observes.
The resort's own radio call has five parts, and the person receiving the call repeats back the key detail before acting:
- Who you are calling (for example "Lift Control").
- Who you are (your call sign, for example "Ridge Quad Bottom").
- Where you are (lift and station).
- What has happened, in one sentence.
- What you need, then "over".
By the end of the session, Nadia wants each person to be able to:
- Outcome 1: Name the four lifts and their call signs from the trail map.
- Outcome 2: Make a radio call in the five-part order.
- Outcome 3: Choose which of several incoming calls to act on first, and say why.
- Outcome 4: Respond to a guest whose pass will not scan, and call a supervisor only if the pass still fails after their own checks.
Lift operation, evacuation, first aid and refunds are not part of the session; supervisors cover those on the snow. This example suits training games because every outcome is a skill from one of the groups above: recall, procedure, decision making and communication. The follow-up is a short online course on lift names, call signs and the order of the radio call.
This session does not authorise lift operation or emergency response. Before staff perform those duties, the resort must provide its required training and supervised checks. A suspected hazard, emergency or issue outside the learner's authority goes to the authorised supervisor immediately; the routine ticket-check sequence does not delay that escalation.
Day 2 runs from 9.00 to 12.30 in the staff training room at the base village, in 4 teams of 6:
| Time | Game | Group size | What happens | Outcome | Debrief question Nadia asks |
|---|---|---|---|---|---|
| 9.00 | 1. Quiz board (recall) | 4 teams of 6 | A 4 x 5 board with five categories: Lifts, Call signs, Trail map, Radio call and Who to call. Points per team, not per person | 1 | Which answers did your team argue about? Where on the trail map would you check that tomorrow? |
| 9.25 | 8. Sequence scramble (procedure) | Pairs, then teams of 6 | The five parts of the radio call on shuffled cards, plus two decoys: "your name" and "the time". Pairs order them, then teams compare | 2 | Which decoy did someone keep, and why does the format leave it out? What goes wrong for Lift Control if part 3 is missing? |
| 9.45 | 9. Spot the mistake (procedure) | Teams of 6 | Callum makes six radio calls over a handheld. Four have one planted error: missing location, two needs in one call, no "over", no repeat back | 2 | Which mistake was hardest to hear? Which one would cost the most time on a busy morning? |
| 10.15 | Break | ||||
| 10.30 | 3. Priority ranking with injects (decision making) | Teams of 6 | In the scenario it is 9.40 on a powder day and five calls arrive on cards. Each person ranks alone, then the team agrees one order. At 10.45, 15 minutes in, Nadia adds an inject: Summit Six on wind hold | 3 | What changed your order when the wind hold arrived? Where did the team overrule someone, and for what reason? |
| 11.10 | 7. Role-play triads (communication) | 8 triads | Three guest cards at the ticket gate, three rounds of about 8 minutes so everyone plays guest, staff member and observer | 4 | Observer first: what did the staff member say that calmed things, word for word? Which card would you have escalated, and to whom? |
| 12.05 | Whole-group debrief | All 24 | Each person writes the one thing they will do differently on their first shift | All four | What will you check before your first radio call on day 1? |
A few design choices sit behind the plan:
- No icebreaker: Day 1 already did introductions, so every minute of day 2 practises something.
- The five calls in the ranking game: A guest asking for directions, a gate scanner fault with a queue building, a lost glove report, a request for a lift count and a staff member who needs relief.
For the ranking exercise, the facilitator supplies current details: whether anyone is at risk, what is blocked, who is already responding and what authority the learner has. Teams may choose different defensible orders if they explain those assumptions. The wind-hold update prompts staff to follow the resort's authorised response, not invent one.
- The three guest cards: A pass that will not scan, a guest upset that Summit Six is on wind hold, and a guest who wants to skip the queue.
- The observer's three-line checklist: Acknowledged the problem in the guest's words; said what will happen next and when; only escalated if the card needed a supervisor.
The three guest cards also need the resort's approved routine checks, escalation points and what staff can promise. Without those inputs, use the role play to practise acknowledging the concern and asking for help; do not score an invented policy answer. Peer observation is formative. Nadia and Callum use individual call attempts and arrange later supervised checks for anyone whose practical performance they have not seen.
- Team scores only: Returning staff are spread across teams, and nobody performs alone in front of 24 people, so the quiz is not a contest between old and new hands.
- A debrief after every game: Each game ends with its debrief before the next one starts.
- Extra time for the triads: The role play gets 55 minutes, more than the 30 to 45 in its card, so all 8 triads finish three full rounds and Nadia can hear from every triad in the debrief.
The picker has the 12 games, a facilitator sheet filled in for the resort's ranking game and blank sheets for your own.
A planning template for choosing and running training games. It has a three-question filter, a picker table of the 12 games in this article with group size, time, materials and an online version for each, the debrief questions for every game, a facilitator sheet filled in for the resort's priority ranking game, a backfire check, the resort's day 2 session plan and an observer checklist for role play, with blank pages for yours. It is a planning aid, not a validated instrument, and it gives no score. It is an editable Word file, and no email is required.
When training games backfire
A training game backfires when it embarrasses people, excludes some of them or takes up time without practising anything. Each of these has a fix:
- Forced disclosure or forced fun. Games that make people share personal stories or perform for the room put some people off the whole session. Fix: give every game a work task, and offer an observer role to anyone who would rather not play.
- Physical contact and blindfolds. These shut out people with injuries, disabilities or personal reasons for avoiding touch, and they rarely practise a job skill. Fix: choose a version without contact.
- Scores that rank individuals. A personal leaderboard shows the slowest person to everyone, and in a mixed group of new and returning staff that is often the newest person in the room. Fix: score per team, and mix experience across teams.
- The game chosen before the objective. A game picked because it went well last time practises whatever it happens to practise. Fix: write the observable outcome first, then choose the game.
- No debrief. People may leave without examining errors or connecting the activity to their work. Fix: include time to inspect decisions and plan another attempt.
- One game, once. A short activity may introduce or practise a skill, but cannot establish durable learning. Plan another relevant attempt or a later work check when the outcome requires it; research on digital student games does not set a universal minimum number of sessions.
- A game sold as better than a plain alternative. A small paramedic trial detected no reliable difference in improvement between a video and a game; that does not prove equivalence. Choose the activity for the practice it offers and check performance.
Taking training games online: a test in Coursebox
Online games for training employees work when the online version keeps the skill the room game practised. A flip card or an accordion is a way of presenting content, not a game: the learner practises nothing until they have to recall, order, choose or say something. One customer who asked us for "branching decisions" and "war-room decision exercises" got back a course full of flip cards and expandable sections, which they called "basic interaction containers". It is one support thread, but the mistake is easy to make: interactive is not the same as practice.
On 25 October 2026 I asked the Coursebox course agent to build the resort's online follow-up. Coursebox is our product, so weigh my account with that in mind. The brief asked for a 15-minute course called "Lifts, call signs and the radio call", gave the four lifts and their call signs, and gave the five-part radio call in its exact words and order. It asked for an online form of three of the day 2 skills: flashcards for the lifts and call signs, a drag and drop question for the radio call, four questions on radio calls with one part missing or out of order, and a branching scenario at the Village Chair ticket gate where the pass will not scan. The ranking game stays in the room. The brief also asked for a short "Before you start" page first and a wrap-up page last. It also told the agent not to add points, badges, leaderboards or statistics.
I expected the ordering task to come back as recall questions ("Which part comes third?"), and it did not. The outline came back with six sections in the briefed order. The flashcards had the four lifts by their right names. The ordering task was a real drag and drop question with the five parts in the brief's exact words, under the instruction "Drag the five parts into order, or select two parts to swap them, then check why the sequence supports Lift Control". The ticket-gate scenario stayed out of refunds and safety rules. One good first move was "Say, 'Your pass won't scan. I'll check it now.'", and the feedback on passing the problem to a supervisor at the right moment read: "This keeps the guest informed and escalates at the correct point: after the pass still fails following your checks."
The problem was in the "Spot what is missing" questions. The reason for each answer was packed into the answer options, and the wrong options stated false rules as fact. On the first question, one wrong option read: "'Where you are' is out of order. The caller should state the location after explaining what happened". After an answer, the quiz showed only "Well done!" or "Incorrect", with no reason and no correct answer. A learner who picked that option would leave with the wrong rule, stated as fact, and nothing to correct it. Multiple choice questions have no feedback field in the quiz settings, so I could not move the reasons there.
In the page editor I cut every option on all four questions down to its label, such as "'Who you are calling' is missing.", and added an accordion under the quiz titled "Answers and reasons (open after you finish)", with one line per call. The line for call 3 reads, in part: "'Where you are' is out of order. Lift and station come before what has happened, so Lift Control knows where to look." After I reloaded the learner view, questions 3 and 4 showed four plain labels each, and the accordion sat under the quiz with all four reasons.
The course is not free of scores. The scenario ends with AI feedback, a five-star rating and a "Try again" button, and the agent noted that the block "automatically displays point values and percentage result bands; these could not be removed". I checked the outline and the six pages after the agent finished. I did not run the room session, and Coursebox does not hold the room games, the team scores or Callum's observer checklist. Nothing here shows that staff make better radio calls. What the test does show is that the course kept the lift recall, the radio-call ordering and the ticket-gate practice in the form I briefed, once I took the false rules out of the answer options.
The answers accordion is a workaround, not automatic feedback after each response: learners can open it early or skip it. I would check that they review the relevant correction and can answer a new call before relying on the quiz as a learning check. The reported test did not establish that follow-through.
The picker and facilitator sheet for the games in this article: a three-question filter, all 12 games with group size, time, materials, debrief questions and an online version, a facilitator sheet filled in for the resort's priority ranking game, a backfire check, the day 2 session plan and an observer checklist for role play, with blank pages for your own sessions. It is a planning aid, not a validated instrument, and it gives no score. It is an editable Word file, and no email is required.
Choosing your next training game
Training games deserve session time when they give people a relevant task to attempt, feedback on the result and a chance to apply the lesson. The studies here concern different games, audiences and outcomes; they do not establish that a game is always better than another active method. Keep the 12 activities as options, then choose from the skill, participation needs and evidence you can collect.
Your next step: take the next session you are planning and write one sentence for each part of it, saying what people must be able to do by the end. Match each sentence to a skill group, pick one game from that group, and book its debrief inside the game's time slot before you add anything else.
Frequently Asked Questions
A training game is a short activity with rules, a goal and a challenge that makes employees practise a job skill, such as recalling, deciding, explaining or following a procedure, then talk about what happened. They come in five groups, by the skill each practises: recall, decision making, communication, procedure and teamwork.
Give every part of the session a task people do, not only something they listen to. Pick one game for each thing people must be able to do afterwards, keep rounds short so everyone takes part, and end each game with a debrief on what it showed about the job.
Choose by the skill the team needs. A quiz board practises recall, priority ranking with injects practises decisions, role-play triads practise conversations, a sequence scramble practises a procedure, and an escape room built from job content practises teamwork under time pressure.
A training game is an activity with rules and a goal that people play to practise a skill, in a room or online. Gamification adds game elements to another activity. Points and badges are examples, but neither approach has to include a leaderboard.
Check the outcome you wrote before you chose the game, such as whether people can now follow a procedure in the right order. Use what the observer saw, what came up in the debrief and a check on the job a week or two later. Enjoyment scores do not show whether people learned the skill.

Carolina Martin
Carolina is a highly experienced learning designer with tech start-up experience. She is based in Sydney and previously designed courses alongside Coursebox founder Travis in a previous job. She is passionate about delivering engaging learning experiences and brings the same perspective to customer experience too. She manages our customer support documentation and product testing processes.


