Using Games and Mobile Technology to Bridge the Learning Doing Gap


I conduct learning experiences for participants of all ages at educational institutions and corporate. In my many years of conducting learning sessions, there has always been a gap: The Knowing-Doing Gap. 5 years ago, with the help of a noteworthy book1 I embarked upon a journey of bridging this gap by attempting to figure out why participants didn’t apply what they learned in the classroom sessions. Over the course of the last 5 years my team and I have built and perfected a method which we have used to enable practice of learned skills for our learning programs resulting in a significantly higher skill/behavior adoption rate than before. In the last 2 years we’ve utilized games and mobile technologies to further bridge this gap by bringing learning to the participants’ mobile devices through a multi-player game.


Mobile Learning, Blended Learning


Technologies in Learning


Innovation Showcase


  • Mohsin Memon
    • CEO, Product, Memcorp Immersive Learning, India India
    • Immersive learning advocate, game designer. Using technology to change the way lerning happens by creating real and authentic likelike learning experiences that leadto realization and then change. Building great leads to build great organizations. 
  • Khadija Sufi
    • Product Lead, Memcorp Immersive Learning, India India