Research

Evidence-based insights on learning that works.

The Skills Café research team publishes peer-reviewed papers, white papers, and longitudinal studies on game-based learning, skill transfer, AI assessment, and the science of behavior change in enterprise contexts.

Research papers

Published Papers

Peer-reviewed research.

2026
European Conference on Games Based Learning (ECGBL) • September 2026
This paper examines how dual-track simulation game design can address two common challenges in post-game debriefing: hindsight bias (where players rewrite their reasoning after knowing outcomes) and memory decay (where key decision moments fade before the debrief begins). The paper proposes design techniques that capture decision-making in real time, giving facilitators richer material to work with during reflection.
2025
ICERI2025 Proceedings, 18th International Conference of Education, Research and Innovation • November 2025, Seville, Spain
Can simulation games built with frugal tools — printed charts, cards, tokens, Post-it Notes — be as effective as high-fidelity digital simulations? This paper makes the case that they can. Drawing on two deployed games (Kitchen Rush, teaching Theory of Constraints with a 4.7/5 rating across 100+ participants, and Deadline Dash, a time-management simulation with 90% NPS), it shows how lo-fi design at the intersection of board games, systems thinking, and instructional design opens up simulation-based learning to facilitators without technical budgets.
2024
Lecture Notes in Networks and Systems, vol 1150, Springer • The Learning Ideas Conference (TLIC 2024) • 2024
Localization in game-based learning usually stops at translating text. This paper argues that real localization means tailoring a learning game to specific job contexts and work cultures — not just swapping languages. Through a case study of a successful localization project, it identifies best practices and develops a practical framework for bridging the gap between engaging game mechanics and the realities of on-the-job performance.
2023
Lecture Notes in Networks and Systems, vol 767, Springer • The Learning Ideas Conference (TLIC 2023) • 2023
Co-authors: Ritika Datta, Bob Philips
Most corporate training is push-based — assigned, scheduled, mandatory. This paper explores whether serious games can flip that model, creating genuine pull where learners seek out the experience on their own. Analysing data from roughly 10,000 corporate learners, the authors found significant evidence of pull behaviour: game binging, voluntary replays, and late-night and weekend purchases. Learning gains averaged ~21% and completion rates reached ~90%.

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