Playful Learning Toolkit: Making Siemens Corporate Training Engaging

As a part of my Master Thesis, I created a card-based workshop toolkit that empowers corporate teams to design engaging, game-based learning experiences — making workplace training more engaging and memorable.

My Role
Solo Researcher & Designer
(Master thesis)

Industry
Corporate Training

Duration
6 months

Background

This thesis built was on a year-long collaboration with Siemens and a multidisciplinary student team, where we developed an escape-room-style web game to train employees on safe 3D printer use within the Siemens Makerspace.

Read more

This thesis built was on a year-long collaboration with Siemens and a multidisciplinary student team, where we developed an escape-room-style web game to train employees on safe 3D printer use within the Siemens Makerspace.

Read more

This thesis built was on a year-long collaboration with Siemens and a multidisciplinary student team, where we developed an escape-room-style web game to train employees on safe 3D printer use within the Siemens Makerspace.

Read more

Learning Mechanics Deck

Learning Mechanics Deck

Click and Drag to Explore the Cards.

Click and Drag to Explore the Cards.

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Learning Mechanics Deck is a card-based workshop toolkit that turns complex research into actionable insight, helping teams quickly spark ideas, align decisions, and design engaging learning experiences.

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The toolkit containes

42 pattern cards
Instructions leaflet

The opening pages set the stage for how the cards can support ideation. They explain the purpose of the toolkit, outline the three categories of patterns, and give simple instructions for how teams can start using the cards in a workshop setting.

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Process

Created as part of my Master’s thesis at Hochschule München, in collaboration with Siemens and guided by SCE, using the Design Thinking methodology throughout.

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Starting Point

Business Need

Most corporate trainings are dry and quickly forgotten — 10 out of 12 participants couldn’t recall content just a month later.

Research Insight

Research consistently shows that emotionally engaging experiences significantly improve memory retention.

User Paintpoint

Corporate teams often lack the time, expertise, and tools to design training that is both effective and engaging.
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Understanding the Problem to Solve

I set out to understand the challenges teams face in designing game-based learning, problems that exist in the current process and why corporate trainings fail to stick.

User interviews
Affinity map

I conducted literature review on memory, learning, and emotional engagement.

Interviewed Siemens employees, facilitators, and subject-matter experts.

Reviewed literature on game-based design methods and toolkits, with a focus on corporate and industrial contexts.

User interviews
Affinity map

I conducted literature review on memory, learning, and emotional engagement.

Interviewed Siemens employees, facilitators, and subject-matter experts.

Reviewed literature on game-based design methods and toolkits, with a focus on corporate and industrial contexts.

User interviews
Affinity map

I conducted literature review on memory, learning, and emotional engagement.

Interviewed Siemens employees, facilitators, and subject-matter experts.

Reviewed literature on game-based design methods and toolkits, with a focus on corporate and industrial contexts.

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The Problem

Designing emotionally engaging and stimulating training modules is a creative challenge and the biggest pain point.

Teams struggle to clearly communicate their ideas to customers.

Multiple workshops are often conducted in the early stages without clear alignment.

There is no single, reliable source of knowledge for designing game-based learning.

I researched commercial game structures and studied recurring patterns and mechanics to simplify the creatively challenging aspects of designing game-based learning experiences.

Read the full scholarly report here
Master Thesis Documentation
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Solution

The research led to the extraction of 42 gamification elements, which can be combined in various ways to make instructional design more engaging.

The patterns were grouped into three categories, with some overlapping between two at once.

To visualize this, I used three distinct colors to represent the categories. For patterns that belonged to two, a dual-color scheme was applied.

I began sketching initial design concepts for how the toolkit might take shape.

The research provided the content needed for the cards — clearly explaining each pattern and how it could be applied. For the visual design, I reviewed existing workshop ideation card sets for inspiration.

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Use Case

Let’s walk through how the toolkit could look in action for Lara and her team.

From aligning on goals to selecting patterns and shaping early ideas, this flow illustrates how the cards guide a team through the design process.

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Lara gathers her team of designers, facilitators, and subject experts for a Kick-off Workshop
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They browse the cards, each selecting patterns to make cybersecurity training engaging.
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Using the selected cards, they combine mechanics and experiences into a rough game idea.
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The toolkit sparks questions like "Why this mechanic?" and "How does it engage?" helping the team keep only impactul patterns.
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Outline for cybersecurity game is ready.
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Lara gathers her team of designers, facilitators, and subject experts for a Kick-off Workshop
2
They browse the cards, each selecting patterns to make cybersecurity training engaging.
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Using the selected cards, they combine mechanics and experiences into a rough game idea.
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The toolkit sparks questions like "Why this mechanic?" and "How does it engage?" helping the team keep only impactul patterns.
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Outline for cybersecurity game is ready.

The toolkit is designed to spark ideas and support teams during the most creatively challenging part of game design.

Explore the interactive prototype by clicking on the image below!

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Testing

I shared the toolkit with some of my early interview participants to gather feedback.

  • Usefulness: Scored an average of 3.5/5

  • Relevance: 6/6 experts confirmed its value for workshops

  • Clarity: All experts agreed the toolkit supports engagement and collaborative game design across contexts

Usefulness: Scored an average of 3.5/5

Relevance: 6/6 experts confirmed its value for workshops

Clarity: All experts agreed the toolkit supports engagement and collaborative game design across contexts

Reflection

What I learnt

This project was my first deep dive into research-driven design, and I learned how evidence can shape more impactful creative outcomes. Collaborating with Siemens showed me the value of designing not just solutions, but frameworks that help teams co-create effectively. It remains a milestone in my journey as it blended rigor, creativity, and real-world impact.

Next steps

Future development could focus on testing the toolkit in real workshops, refining the card set with industry feedback, and exploring digital versions for wider accessibility.

Impact

This toolkit lowers the entry barrier for teams to ideate engaging game-based learning experiences, ensuring that corporate training is both effective and memorable.