We’ve been designing learning so wrong for decades
and it’s not the creator nor the facilitator’s fault
There is an assumption so deeply embedded in professional development that almost nobody questions it. It shapes how organisations design workshops, how they measure success, and how they justify the budget year after year.
The assumption is this: if people know the right thing to do, they will do it.
It is false. And the gap between knowing and doing is where most of what organisations spend on learning quietly disappears. Luckily, more are starting too question this but organisations are super tankers, so change will take time.

Image 1: The rider is supposed to be in control. Jonathan Haidt’s metaphor for how we actually make decisions. The rational mind thinks it’s steering, but the elephant goes where it wants. Most training is designed for the rider. The elephant is barely consulted (generated with AI).
The problem isn’t knowledge
The usual response to “our workshops aren’t working” is to improve the content. Better slides. More engaging delivery. A slicker e-learning module. A more charismatic facilitator.
None of that addresses the actual problem.
The actual problem is more complex. It’s about emotional connection and relevance that creates the foundation for deeper learning and ultimately transfer. Knowledge acquired in a workshop does not automatically translate into changed behaviour in context. Decades of research in cognitive psychology and professional education agree on this. The nurse who passes the ethics module does not automatically make better ethical decisions at the bedside. The manager who completes the conflict resolution course does not automatically handle the difficult conversation better next Tuesday.
What’s missing is emotions, relevance, people, and practice. More specifically: the experience of making consequential choices under realistic conditions, where values conflict, where there’s no clean answer, and where the stakes feel real enough to engage deeply.
Most professional development never gets close to that. It delivers information, checks that the information was received, and stops.
What twenty-five years in learning has taught me
I’ve spent the better part of my career studying what actually happens when people learn. Not in theory, but in rooms. Workshops, simulations, facilitated games, dilemma sessions with everyone from nurses to board directors to schoolchildren. A PhD, several books, over millions of learners reached, and well above 200 games and learning experiences build.

Image 2: The foundation this newsletter is built on.
The thing that strikes me most, still, is how rarely the people designing learning experiences start from the question that actually matters:
What has to happen for someone to actually behave differently afterwards?
Not feel good about the session. Not score well on the post-test. Not report high satisfaction on the feedback form.
Actually make a different decision three months later, when the situation is real and the stakes are real and nobody is watching.
That question is harder than it sounds. And the honest answer is uncomfortable for an industry built on content delivery and completion rates.
I wish I could tell you there’s a formula. There isn’t. Which is partly why a newsletter feels more honest than a whitepaper.
The moment everything changes
Humans are not wired for agreement, for content we all nod along to, or for abstract items we tick off a list. The social dynamics that make social media algorithms so powerful apply equally in a room full of people learning together — and they require facilitation to be productive rather than destructive.
The most powerful learning moment I have witnessed — repeatedly, across hundreds of sessions — is not when someone gets an answer right.
It is when the room divides.
Put a genuinely hard dilemma in front of a group. A scenario with no clean answer but with the dirt of reality in it — where reasonable people can legitimately disagree, where values conflict, where priorities trade off against each other, where the “right” choice depends on assumptions the participants may not even know they’re making.
Watch 60% go one way and 40% go the other. Then ask the 40% to explain their reasoning.
What happens next is remarkable. People discover that the colleague they respect, the person they assumed thought like them, has built a completely different moral map. Different risk threshold. Different instinct about who to protect. Different understanding of what the organisation actually values versus what it says it values in its policies.
That conversation — grounded in a specific choice, with specific consequences visible to everyone in the room — produces learning that lectures struggle to produce. Not because the content is better. Because the experience is real enough to matter.

Image 3: How a scenario can unfold. Every node is a choice. Every branch is a consequence. The complexity isn’t a design flaw. It’s the point.
Why the format is the problem
The most common mistake in learning design isn’t using the wrong content. It’s using the wrong format.
A case study you read produces reflection. A dilemma you’re inside produces something much closer to experience. The difference sounds subtle. The learning outcomes are not.
The second mistake is treating the activity as the learning. It isn’t. The activity creates the conditions. The facilitated conversation that follows — where you make the divergence visible, where you ask the minority voice to explain themselves, where you help the group connect what just happened in the room to what will happen on Monday morning — that’s where the learning consolidates.
Most tools stop at the activity. Facilitated learning starts there.
What this newsletter is about
I started Facilitated because I wanted somewhere to think out loud about this — openly, without the constraints of a product page or a whitepaper brief.
Not about DiBL specifically, though the platform embodies everything I believe about how learning should be designed. About the deeper question of what it actually takes to change how people think and act. The research, the cases, the specific design decisions that separate a session that moves people from one that merely passes the time.
One hard question per issue. Cases drawn from twenty-five years of practice. The science, in plain language. Twice a month.
If you design learning experiences, facilitate teams through hard decisions, or work with organisational change… This is for you.
If you’ve read this far and found yourself nodding, or arguing back, or thinking of a session you’ve run that went one way or the other — I’d genuinely like to hear from you. Reply to this email. That’s how the best future issues get made.
Simon Egenfeldt-Nielsen is the founder of Serious Games Interactive and behind the DiBL platform. He has been researching and practicing serious games and dilemma-based learning for a decade. Holds a PhD and MA in Psychology, has authored five books including a widely used university textbook, delivered industry keynotes internationally. Has been designing learning experiences at the intersection of games, facilitation, and behaviour change.