
Gamification for training – CyberMagister Games

Learning assessment becomes a match: three games instead of quizzes and tests, with results and analysis for every question.
The challenge
The end-of-module test is the part everyone rushes through: you answer to be done with it, not to find out whether you understood. CyberMagister Games replaces quizzes and tests with session-based games: the exercise stays, the format changes — and with it the attention learners are willing to give. The trainer sets up the session, hands out the links and reads the results.
Who it is for
Anyone delivering training, corporate or commercial, and anyone designing learning paths, in the classroom and remotely.
What you get
Three ready-made games
Arena, multiple choice; Enigma, the hidden phrase to uncover turn after turn; Fake or Real, true or false on images and videos.
A session in a few steps
Choose the game, the players and the questions; on publishing, the invitation, the trainer's access and a personal link for every participant are generated.
Catalogue questions or bulk upload
Questions and phrases are drawn by category or imported from a file: game content is prepared once and reused in every course.
Results and per-question analysis
Summary indicators, leaderboard and breakdown by category; for every question, answers, mistakes and distribution: you see at once what is clear and what needs revisiting.
On its own or with TrainingOps
Adopt it on its own or connected to CyberMagister TrainingOps, where the matches appear on each participant's team page.