Are you failing to drive lasting behaviour change in your employees, customers, or users, putting your engagement, compliance, and performance goals at risk? Without a structured, evidence-based approach to motivation, your training programmes, customer onboarding, and change initiatives will continue to underperform, leading to wasted resources, low adoption, and missed KPIs. The Learning, Training and Gamification for Behaviour Change Self-Assessment eliminates guesswork by giving you a scientifically grounded framework to evaluate, design, and optimise gamified learning experiences that actually influence behaviour. This 600+ question self-assessment toolkit empowers you to diagnose weaknesses, align interventions with psychological principles, and implement game mechanics that deliver measurable results, before launching costly programmes that fail to stick.
What You Receive
- A 247-page digital workbook in PDF and editable Word format, featuring 612 structured self-assessment questions across 7 behaviour change maturity domains: Motivation Architecture, Reward Systems, Feedback Loops, Progression Design, Social Engagement, Cognitive Load Management, and Habit Formation.
- Seven fully customisable Excel scoring templates with automated dashboards that calculate your current gamification maturity score, identify high-impact improvement areas, and benchmark performance against industry best practices.
- 28 evidence-based design principles derived from Self-Determination Theory, Operant Conditioning, Flow Theory, and the Octalysis Framework, mapped directly to assessment questions for immediate application.
- 98 actionable remediation strategies linked to common assessment gaps, including how to reduce user dropout rates, increase task completion, and sustain engagement over time.
- A comprehensive gap analysis matrix that cross-references your assessment results with 165 real-world case studies from corporate training, health behaviour, customer loyalty, and digital onboarding programmes.
- 4 downloadable implementation roadmaps: one for employee training, one for customer engagement, one for user onboarding, and one for compliance behaviour, each with prioritised action steps, success metrics, and risk mitigation tactics.
- Access to a searchable master glossary of 138 gamification and behavioural psychology terms, ensuring consistent understanding across teams and stakeholders.
How This Helps You
Using this self-assessment, you’ll move from intuition-based design to data-driven decision making. Each question targets a specific psychological lever or game mechanic, enabling you to pinpoint exactly where your current programmes are failing, whether it’s poorly calibrated reward schedules, lack of meaningful feedback, or insufficient autonomy support. By identifying these gaps early, you avoid launching initiatives that look engaging but fail to drive action. You’ll prioritise interventions that align with intrinsic motivation drivers, reduce resistance to change, and increase long-term adherence. The result? Higher training completion rates, improved customer retention, stronger compliance behaviours, and faster adoption of new systems, all backed by behavioural science. Without this assessment, you risk investing in superficial ‘game-like’ features (badges, points, leaderboards) that create novelty but not lasting change, leading to disillusioned users, wasted budgets, and stalled transformation efforts.
Who Is This For?
This self-assessment is designed for learning and development managers, HR professionals, change managers, customer experience leads, product designers, and digital transformation officers responsible for influencing behaviour at scale. If you’re tasked with improving employee training effectiveness, increasing customer engagement, driving user adoption of digital platforms, or reinforcing compliance behaviours, this tool gives you the diagnostic clarity you need. Consultants and internal change teams use it to audit existing programmes, validate design choices, and build client-ready recommendations. It’s also essential for organisations pursuing ISO 10015 (quality in people learning), ISO 30414 (HR analytics), or building L&D capabilities aligned with ATD and CIPD standards.
Purchasing this self-assessment isn’t an expense, it’s a strategic lever to ensure every dollar spent on training, engagement, or behaviour change delivers maximum return. By grounding your initiatives in validated psychology and proven game design, you transform uncertainty into confidence, and effort into impact. Take control of your outcomes today.
What does the Learning, Training and Gamification for Behaviour Change Self-Assessment include?
The Learning, Training and Gamification for Behaviour Change Self-Assessment includes 612 evidence-based questions across 7 maturity domains, a 247-page PDF and Word workbook, 7 Excel scoring templates with automated dashboards, 98 remediation strategies, 4 implementation roadmaps, and a master glossary of behavioural psychology and gamification terms, all delivered as instant digital downloads.