
Gamified Assessment of Knowledge Retention

What Barclays needed
The Barclays team, responsible for Information Security, provide a range of engaging learning courses that employees complete annually.
Their goal was to identify two potential risk areas:
- How much knowledge was retained in the months after completing the course
- What knowledge gaps existed within the business
Client considerations
- As the training was optional, it needed to be highly engaging to encourage participation
- The training needed to assess likely behaviours in realistic contexts
- Barclays wanted to assess the degree of confidence learners had in their answers
- The solution needed to identify knowledge gaps in a variety of competencies
Some key statistics

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The solution
The bank chose gamified learning designed by Skillcast to achieve its goal.
The game was designed to be fun and engaging but, most of all, to serve as a valuable tool in the bank's learning and compliance armoury.
Why our approach stood out:
- The ability to assess the player's level of confidence
- Technology delivering the game on the Barclays LMS
- Seamless delivery on mobile, tablet and PC
- Advanced reporting metrics
- Flexibility of use

Tesco recognises that our people are our greatest asset. We partnered with Skillcast to create a bespoke learning experience for each colleague. It uses dynamic assignments and deadlines to help learners plan and lead their journey.
Lead Learning Design Partner, UK Stores
Tesco
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Our approach
Emma-Louise Fern explains how the Barclays Chief Security Office used Intelligent Learning to assess knowledge retention and understand key concepts through gamified learning.
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Objective
Measure & reinforce knowledge of 90k learners at 3 months post-training
Method
Mandatory course followed up by a personalised knowledge assessment game
Personalisation
Based on roles, shortening the course to a learner-specific length
Delivery method
Skillcast SCORM course, including confidence levels
Sample size
Almost 3k of invitees completed - a broad and substantial sample
Results
Physical security & resilience showed 98% & 89% retention rates, respectively
Outcomes
CAP Gemini's rating rose from 1.75 in 2016 to 3.25 by the end of 2019. Barclays were able to design future training to focus specifically on the identified knowledge gaps.
Why the Barclays game worked
Sometimes less is more.
Our research showed that mimicking popular games (throwing dice, board games with questions) have limited appeal. More importantly, these games fail to provide the meaningful data senior learning and compliance professionals need.
Our gamified learning solution was simple, compelling and encouraged competition. It focused on garnering invaluable information about knowledge retention and learning gaps.
- The game consisted of short scenarios and quick-fire questions.
- Learners selected a card that posed a question on each scenario
- Extra points were earned by stating how confident each person is with their response
- Answering incorrectly led to forfeiting a life; with no lives left, the game was over.
- Their scores were ranked against their peers with the chance to retry and improve their score
Why confidence levels are important
It is vital to identify individuals who think that they know everything but actually know very little. This group represent the highest risk of compliance breaches in an organisation.
Analysis of the gamified learning data (including confidence levels) helps compliance professionals to identify these individuals and undertake remedial learning interventions.
Standard assessment tools capture knowledge retention, but there is always a struggle between two conflicting elements:
- Assessment length - You don’t want assessments to be too long
- Learner knowledge - Assessments need the rigour to assess competence accurately
The second issue is resolved by adding a new dimension detailing how confident each learner is in their answer. Those who guess are unlikely to be confident and hence achieve a lower score.
- Correct = 10 points (Confident and correct = 15 points)
- Incorrect = 0 points (Incorrect and confident = minus 5 points)
SCORM-based reporting & metrics
A key feature of Skillcast gamified learning is that it is SCORM based. This means that it can be hosted on any SCORM-compatible Learning Management System.
Wherever it is hosted, our gamified learning courses continue to provide information on confidence levels and peer comparison by benchmarking against average scores.
And it is delivered seamlessly on desktop, tablet or mobile.
One compelling reason for the bank choosing Skillcast was the powerful management information that our gamified learning provides. Questions can be grouped by topic (learning objective) and then broken down by department, manager or geography. This has a number of benefits:
- The learner can see instantly which areas they need to improve
- The business can identify topic areas that represent red-flags
- Efficiently identify weak areas and then deliver relevant adaptive content
- Time spent on learning is reduced
Build confidence in your compliance
Browse some of our most popular learning topics and learn more about the solutions we offer.
Pre-course diagnostic assessment
Text-heavy modules can be automated to deliver content tailored to learner needs.
Post-course assessments
As a more engaging replacement for post-course assessment.
Continuous learning retention
Assessing knowledge retention at a specified period after course completion
Campaigns
As time-limited campaigns introducing new topics or checking knowledge retentions
Competency mapping
To identify knowledge gaps across teams, roles or other sectors you define in the reporting
What is gamified learning?
Gamified learning has helped many of our customers to identify strengths, weaknesses and a clear focus for future initiatives. If you'd like to learn more, we have a series of gamification blogs, case studies explaining how we helped Barclays, Société Générale and Royal Mail or and a gaming hub where you can try out one of our themed games.
Skillcast games present your employees with challenging propositions in a realistic context. Learners accept or reject each proposition with a click or swipe, losing lives for each incorrect answer and completing the game within a time limit. They are a fun and engaging learning tool with a serious purpose.
How games improve learning outcomes
- Driving behavioural change
- Boosting knowledge retention
- Improving employee assessments
- Highlighting competency gaps
Isn't it time you added gamified learning to your compliance learning toolkit?
We also have additional free resources such as e-learning modules, microlearning modules, and more.