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Guide to Training Game-Specific Design Patterns
Guide to Training Game-Specific Design Patterns

For Part 3 of our Writing Guide, get better acquainted with several alternate methods of approach when creating particular Step types!

Ania Kwak avatar
Written by Ania Kwak
Updated this week
Network of Variously-Coloured Boardgame Pawns

In addition to having several Step types, many of those Steps can be used in multiple ways, giving you even more options!

Part 3 of our Writing Guide focuses on the original and alternate methods you can use the following Step types:

Demo

Demo icon

The Standard Demo Approach

A step-by-step guided tutorial that teaches and tests learners on how to get from “Point A” to “Point B” in specific software. All screenshots should be full-page, and each hotspot should be actual clickable spots in the depicted software to emulate the experience accurately.

Example cases include showing learners:

  • How to log in to your company's app

  • How to pay a bill online

  • How to edit your online profile

Mobile demo step 1
Mobile demo step 2

Design Pattern - The Tour/Guided Practice Mode

Lead learners through a non-graded “tour” of how software works and/or where to find critical things on a page. It often includes multiple “hotspots” in a single stage, where each hotspot expands on the part of the image being highlighted. We recommend full-page screenshots, but cropped segments can be creatively incorporated.

Example cases include:

  • Going through the motions of checking a lead in your company's CRM software, highlighting each area of importance on each new page to provide context

  • Indicating required fields on a particular form (along with an explanation of why they're necessary)

Mobile demo tour highlighting hearts of health
Mobile demo tour highlighting hint text

Demo - Simulation Mode

Demo icon

Simulation

The "Simulation" option within the Demo Builder has no particular goal in mind, so there is no need for a tutorial with guiding text. It focuses solely on the user’s interaction journey.

The Software Simulator

Screen images are linked together to replicate how a given software works when interacted with. Typically, it includes multiple hotspots that are shown simultaneously and can be selected in any order, each leading the user to its corresponding image to familiarize them with the software without requiring direct access. All screenshots should be full-page to accurately emulate the user's experience as they navigate the depicted software.

Example cases include:

  • Offering clients a chance to "try" your software before downloading it

  • Allowing staff to freely explore company software without requiring them to log in

Simulation of LLXP homepage navigation
Simulation of LLXP course library

Design Pattern - The Feature Focus

In a more simplified version of Software Simulator, users start on the main feature page with only feature options selectable. Each feature option leads the user to its corresponding "page," where just one hot spot is available — the button/link that takes the user back to the main feature page.

Example cases include:

  • Offer a glimpse/introductory tour of your software via the main menu

  • Have users focus on a specific section of your software

Simulation of LLXP homepage with only menu items highlighted
Simulation of LLXP course library where only "Home" is selectable

Design Pattern - The Presentation

Unique screens are shown one at a time in a particular order, resembling a "slide show" presentation. Users view each screen and select its hot spot to move to a new screen. It is best used when an image includes visuals and a brief amount of text.

Screenshots/images can be of any size - ensure they can comfortably read/view them!

Example cases include:

  • Introducing users to product and service offerings

  • Quickly touching on a specific company process

The Presentation example 01
The Presentation example 02

Design Pattern - The Reveal

The "same" image is shown from start to finish, where each time a user selects the hot spot, it reveals a new part of the image. Screenshots/images can be of any size - ensure they can comfortably view/read them!

Note: This isn't one image but several images, each photoshopped with different amounts of revealed information and presented in a specific sequence.

Example cases include:

  • Emphasizing the importance of following a single step-by-step process

  • Revealing new updates to software via an "infographic-style

The Reveal example 01
The Reveal example 02
The Reveal example 03

Human

Human Step Icon

The Standard Human Approach

This Step requires that learners meet virtually or in person with a mentor. You can include this in either a one-on-one or group setting.

One-on-one mentors confirm the learner’s participation and/or assign a grade to the learner. With Group Connections, mentors issue a connection code that students enter into LemonadeLXP to receive attendance credit.

Example cases include:

  • After learning all about best customer service practices, the learner must demonstrate what they've learned with an actual customer while the mentor observes

  • Your company is hosting a webinar on how to secure new leads, requiring that all sales reps attend and confirm their attendance by using the Group Connection Code supplied at the end

Human step graded one-on-one evaluation
Human step in-person seminar

Design Pattern - The Hide-and-Seek Approach

Learners are tasked with completing a "Group Connection" by reading a passage of text (ideally linked via a hyperlink in the Step's description). To complete the Step, learners must find the hidden Group Connection Code within the text and enter it in their LemonadeLXP.

Example cases include:

  • Get learners more comfortable with finding information in your database by hiding a code in a key location and having them locate it

  • Test learners' navigational knowledge by leaving a clue at each step that leads to the next clue, with the code as the final "reward" on the last page

Human Step Group Variant - Description with hyperlink highlighted
Human step variant excerpt of text with hidden group connection code
Group connection code entered on homepage

MultiChoice

MultiChoice icon

The Standard MultiChoice Approach

Challenge learners to identify several correct answers per question asked.

Example cases include:

  • Highlighting multiple features of a single product

  • Observing several different approaches for one situation/scenario

MultiChoice standard approach

Design Pattern - Single Answers

Learners are expected to select just one correct answer per question. Use incorrect selections as custom learning opportunities via each selection's feedback.

To use this design pattern successfully:

  • Step description must include a note that learners should only select one answer per question

  • "All of these" should never be used as an answer option (to avoid confusion)

Example cases include:

  • Teaching compliance and thoroughly covering why each incorrect answer is incorrect

  • Going over account fees and regulations, using incorrect feedback to explain each wrong answer's unique requirements

MultiChoice single answer variant

Polygraph

Polygraph icon

The Standard Polygraph Approach

Introduce learners to new content in a multi-paragraph or list setting. Deviations are of more straightforward words, never the new content itself, as the learner’s reading comprehension/observation is still being tested.

Example cases include:

  • Introducing product options that are available to your company's customers

  • Reviewing a case study relevant to the course's theme

Polygraph text with "avoid" highlighted

Design Pattern - The Review

The Review consists of a body of text covering content the learner should realistically already know. Deviations use the subject matter to test if the learner is paying attention.

Example cases include:

  • Reviewing the learner's knowledge of available product options for customers

  • Testing learners on critical terms and topics they've learned previously in the course

Polygraph text with "only available through Online Banking" highlighted

Design Pattern - Spot-the-Difference

Give learners a document (ideally via hyperlink in the Step's description) that contains a body of text. Learners must use the copy to compare with the Polygraph's text to find and correct the mistakes.

Example cases include:

  • Introducing new key content to the learner

  • Including short pieces of text in the curriculum that need to be learned but may not be a good fit in other training games

Nursery Rhyme original doc beside Polygraph text

Design Pattern - The Slogan

When you want your learners to remember your company's slogan or another integral phrase, Polygraph it! Set it up so most, if not every part, of the phrase is deviated, and learners can "rewrite" it to return it to its proper state. (This approach also works as a Sequence!)

Example cases include:

  • Introduce your company's slogan to the learner

  • Confirm your learner understands and recognizes your company's slogan

Polygraph round slogan example.

Scenario

Scenario icon

The Standard Scenario Approach

Learners “speak” with a customer in a role-play scene, choosing the best answers to help the customer in a simulated scenario.

Example cases include:

  • The learner must de-escalate an irate customer

  • The learner must identify opportunities to make product recommendations to a customer

  • Acting as a manager, the learner must find the most amicable approach as they discuss an issue reported by an employee

Design Pattern - Sage on a Stage

This pattern mirrors a teacher-student relationship. The avatar shares knowledge while users navigate the conversation by selecting options that reflect common questions or by confirming their understanding. It's an effective introductory step and usually doesn't contribute to game progress.

Example cases include:

  • Going over the step-by-step process of verifying a customer's identification (and stopping the process if something is missed)

  • How to identify when an issue should be escalated and when it should be noted but not necessarily reported

Design Pattern - Dialog-Based Chunking Pattern

This method effectively simplifies complex topics by breaking them down into a conversational format. It reduces cognitive load by chunking the information into easily digestible sections, similar to chatting with a colleague. Users learn not only from the avatars' responses but also from the available answer choices. Typically, this pattern serves as a reference step and doesn’t contribute to progress in the game, making it an excellent tool for introductory material.

Examples cases include:

  • Telling the learner about how someone was injured on the job, from setting the scene to how they got hurt

  • Introducing a course or concept to the learner in a low-pressure setting

Design Pattern - Navigate the Conversation

This pattern guides participants through real-world scenarios, such as a sales conversation, a teller interaction, or a sensitive discussion with a colleague. Participants are challenged to navigate the conversation accurately, avoiding common pitfalls. The pattern includes both correct and incorrect answers and typically contributes to the learner's progress.

Example cases include:

  • Helping a customer deposit a check at a bank teller station

  • Discussing an HR-sensitive topic with a colleague

Sequence

Sequence logo

The Standard Sequence Approach

Sequence has learners position action statements in the correct order of events, from top (first thing to do) to bottom (last thing to do).

Example cases include:

  • Teaching a new keyholder their operating procedures (e.g., Opening Procedures, Day-to-Day Operations, Closing Procedures)

  • Going over the steps one must take to verify and deposit a check (this would pair well with a Scenario round!)

Example document of how to open and close a retail store

Design Pattern - The Slogan

When you want your learners to remember your company's slogan or another integral phrase, put it in a Sequence round! Set it up so each phrase (or word) is its own list item, and learners must reorder it to return it to its proper state. (This approach also works as a Polygraph!)

Example cases include:

  • Introduce your company's slogan to the learner

  • Confirm your learner understands and recognizes your company's slogan

Sequence step with "I'm Lovin' It" as the split-up slogan

Sorting

Sorting icon

The Standard Sorting Approach

Sorting presents learners with a single fact and multiple categories for answer options. Each fact relates to a single category, and each category can have several associated facts. Learners must “sort” each fact by selecting the appropriate category it’s associated with.

Example cases include:

  • Teaching learners which materials are considered hazardous and which are not (e.g., bleach versus dish soap)

  • Having learners identify which products are "standard" and which are considered "premium"

  • Letting learners practice their understanding of key terms in the course

Groups of word types

Design Pattern - Only and Both

You can use this approach when comparing two categories that share some facts. To do this, you would name your categories:

  • "Category 1 only"

  • "Category 2 only"

  • "Both category 1 and category 2"

This way, you can also highlight similarities between the two categories without causing any confusion! (Note that this only works when comparing two categories — more than two will be confusing!)

Example uses include:

  • Comparing different services (e.g., similarities and differences between Mobile Banking and Online Banking)

  • Comparing roles and responsibilities within a company (e.g., cashier vs. sales rep responsibilities, where shared facts include "customer service" and other items like "customer purchases" and "product marketing" would differ)

Sorting variant Both/Only

Design Pattern - Matching Game

For each category, there is a single fact associated with it. This is done with “matching”-style content where one word/phrase from column “A” matches one word/phrase from column “B.”

For each category, Sorting will show one correct answer with three randomly pulled incorrect answers with each play-through. Learners will have to figure out which one is the right one!

Example cases include:

  • Identifying key terms with their unique definitions

  • Identifying products and their overall purposes within the company

Single words matched with single definitions

Alternate Sorting-Style Step-Types

Want to emulate the Sorting round in a different Step type? Try one of these!:

Streak

Streak icon

The Standard Streak Approach

Each question has several potential answers, single-word or full-phrase options, rephrased to test whether the learner is paying attention.

Example cases include:

  • Have learners identify what a particular acronym stands for

  • Ask learners to determine the best product to offer for a specific situation

A FINTRAC question with four answer options

Design Pattern - Action Assessment

Questions test learners on whether they know the correct way to approach a given situation.

Example cases include:

  • Confirming if learners know when they should and shouldn't escalate an issue

  • Having learners confirm what should and shouldn’t be sent to customers in a given situation

A question requiring a do/do not answer

Design Pattern - Comparisons

This is a Sorting-style set of questions with the same answer options to highlight differences between crucial topics.

Example cases include:

  • Comparing the differences between two similar terms, such as what "over-limit" means versus "over-drawn"

  • Comparing different product types, such as what a "deposit" account is versus a "savings" account

A question that defines one of the two answer options
A different question that defines the other answer option

Design Pattern - MultiChoice Mutation

Questions with several answer options are rephrased, asking the learner to identify what would NOT be considered a correct option. This is especially useful when addressing an item/topic/phrase/etc. that many believe is correct but isn't.

Example cases include:

  • Having learners identify a lousy customer service practice out of several good ones

  • Learners must identify one item that is not required to complete a project

A question asking which answer is NOT applicable

Design Pattern - All or One

Questions within a single round include “both/all of these” as correct and incorrect answers.

Example cases include:

  • Challenging learners to recognize several factors that are important when establishing your budget

  • Challenging learners to know that sometimes only one factor is essential, even if it feels like other factors are relevant

Question where "both of these" is the incorrect answer
Question where "both of these" is the correct answer

True or False

True or False icon

The Standard True or False Approach

Questions are in the form of positive statements, and learners must choose whether it’s a fact (“True”) or fiction (“False”).

Example cases include:

  • Verifying that learners generally understand how online and mobile banking work

  • Reviewing best and worst customer service practices

Question phrased as a positive statement

Design Pattern - This or That

For Sorting-style questions, each question is a “fact,” the learner must answer True or False based on the Step description’s assignment of those answer options.

Example cases include:

  • Reviewing best and worst customer service approaches

  • Addressing best and worst work safety approaches

Step description stating what true and false answers represent
Example question using the true/false descriptors in previous image


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