Activities

Interactive Learning Games

Build short event learning games with matching, image discovery, sorting, ordering and scenarios. Give feedback and retries before Passport completion.

Interactive preview

See Interactive Learning Games in action

Illustrative example with fictional data, not live customer records. Silent and local to this page.

SHarbour Design Week

Memory match

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Find the pairs

SGame playsOrganiser view
GamePlaysCompleted
Memory match188150
Sort & Categorise9780

Learning game: Match cards face down

How organisers set it up

  1. 1

    Select the learning format

    Choose matching, image discovery, scenario building, category sorting, ordering or mistake identification according to the concept you want to explain.

  2. 2

    Author the game content

    Supply the relevant pairs, image targets, scenario choices, categories or ordered steps. For Spot the Mistakes, include safe observations as well as mistakes.

  3. 3

    Preview and test

    Review the participant example, then test your own configured game. Check the mobile tap or list alternatives and the feedback for an incorrect attempt.

What participants experience

Participants work through a short game and receive feedback. They can retry as they learn. Completing the game contributes to the station's activity requirements; it does not bypass other gates or automatically qualify them for every reward.

Settings and controls

Six formats

Match & Remember connects pairs; Find the Features explores an image; Build the Right Solution uses a scenario; Sort It Out groups items; Put It in Order sequences steps; Spot the Mistakes identifies and corrects errors.

Learning rather than examination

Optional timers are informational, not pass/fail deadlines. Keep instructions and correction feedback short and useful.

Illustrative guided walkthrough

See how Interactive Learning Games could play out

Sample scenario for explanation only. This is not live product data, a screenshot, or a real registration or draw.

Scenario: A training stand uses Put It in Order to teach a three-stage process.

Step 1 of 3

Explore

The participant reads the three steps and attempts an order.

Reporting

Available game statistics include activity measures such as starts, completions, attempts and mistakes. Use them to improve the learning experience, not to label participants as qualified buyers or claim independently assessed competence.

Limitations and boundaries

  • Built-in games are retry-friendly learning activities, not secure exams.
  • A custom game request asks for a separately scoped quote; it does not automatically place or pay for an order.

Frequently asked questions

No. The built-in games support learning through feedback and retries.

The optional game timers are informational, not pass/fail limits.

Yes, through the supported request process. Development scope and pricing need separate agreement.

Try Interactive Learning Games in your own event

Free to set up. Test your flow before going live.