u/Helpful_Persimmon729

We built a free platform of interactive games for live training sessions - would love L&D feedback

Hey everyone! I'm part of the team behind Games for Crowds, a browser-based platform of interactive group games built for live sessions like trainings, workshops, and team events.

The idea: instead of the same Kahoot-style quiz on repeat, trainers get a library of different game formats (AI-generated quizzes, word scrambles, emoji guessing, true/false) that they can rotate between to keep engagement up throughout a session. Everyone plays on their phones at the same time, no app or account needed.

A few things L&D teams have found useful so far:

- AI Quiz — type any topic and it generates questions instantly. Zero prep for knowledge checks between content blocks

- Format rotation — switching between a quiz, a word game, and a visual challenge keeps groups engaged way longer than repeating one format

- Live leaderboard — creates social accountability that private quizzes don't. Participants pay more attention to content when they know a public quiz is coming

- No setup friction — share a link or QR code, everyone joins in seconds. No downloads, no logins for participants

Everything is free right now during our testing phase and we're actively looking for feedback from L&D professionals to shape where this goes next.

If you work in training or facilitation I'd genuinely love to hear:

- Would something like this fit into your sessions?

- What's missing that would make it more useful?

- What would stop you from trying it?

gamesforcrowds.com

Happy to answer any questions!

reddit.com
u/Helpful_Persimmon729 — 24 hours ago

I've been tracking when engagement drops during full-day sessions and the pattern is painfully consistent: 13:00-14:00 is a dead zone. No matter how good the content is, the room checks out after lunch.

Things I've tried to fix it:

- Starting with something competitive right after lunch instead of content — a 10-minute group game on phones (I use Games for Crowds for this) resets the energy faster than jumping straight back into slides

- Shorter content blocks in the afternoon (20 min instead of 30)

- Standing activities or room movement before sitting back down

- Putting the most interactive content in the afternoon and the lecture-heavy stuff in the morning

Some of this has worked, some hasn't. Curious what the rest of you do. Is the post-lunch crash just something you accept and plan around, or have you actually solved it?

reddit.com
u/Helpful_Persimmon729 — 10 days ago
▲ 16 r/Training+3 crossposts

Been experimenting with replacing traditional end-of-module quizzes with live group games during training. Here's what's been working:

- The 30/10 rule. 30 minutes of content, 10 minutes of interactive play. The game isn't filler but it's your formative assessment disguised as competition.

- Make scores visible. A private quiz creates zero accountability. A live leaderboard on screen? People suddenly pay attention to the content because they don't want to come last in front of colleagues.

- Rotate formats. Same quiz format repeated all day kills engagement even with great content. Alternate between timed quizzes, word challenges, visual recognition, true/false speed rounds.

- Warm up then challenge. Start easy so everyone buys in. Save the hardest round for after lunch when energy is lowest.

- Debrief the results. The learning doesn't happen during the game - it happens in the 2-minute discussion after about what most people got wrong.

I've been using a free platform called Games for Crowds ( gamesforcrowds.com ) to run these, but the framework works with any tool that supports live group play with visible scoring.

Happy to answer questions about adapting this for different setups.

reddit.com
u/Helpful_Persimmon729 — 12 days ago

I work on Games for Crowds, a platform of browser-based group games. We have some experimental games that haven't been tested in real classrooms yet and we're looking for a handful of teachers (around 5) who'd be open to trying them out.

The ask: pick a couple of games, run them with your class, tell us honestly what happened. Did students get it? Where did they get confused? Was it actually fun or did it fall flat?

It's free, and we're working out a way to compensate testers for their time if needed or you can just try it out. Happy to share more details and let you browse the games first.

reddit.com
u/Helpful_Persimmon729 — 14 days ago