Her testimony is built around three pillars: Enjoyment, Pedagogy, and Performance. These are not three independent slogans, but three dimensions that reinforce each other round after round.

1. Enjoyment: when attention comes from the situation itself

She describes the contrast with a passive lecture: at the end of a round, the announcement of results immediately triggers analysis of the market, the numbers, and upcoming decisions. Students keep discussing after class because they’re waiting to see the consequences of their own choices.

“It wasn’t just a game anymore. It was learning by living it.”

2. Pedagogy: making complexity intuitive

Students must act simultaneously on strategy, marketing, finance, HR, and accounting. They discover that a marketing campaign can strain cash flow, that a poorly targeted hire can slow the business down, and that innovation forces financial trade-offs.

A shift in posture

Instead of hearing “here’s how a company works,” they live the interdependencies and then have to explain them.

3. Performance: assessing beyond memorization

At the end of the experience, teams present their strategy, their decisions, their mistakes, their adjustments, and what they learned from them. The strongest point in her testimony is spontaneous self-assessment.

“In thirty years of teaching, it was the first time I saw my students take ownership of their own learning — assessing themselves and presenting their work without needing grades.”

A concrete expression of self-regulation

This testimony matters especially to BIZ Experience because it gives concrete meaning to the fourth step of the loop: self-regulation. Students are able to identify what worked, what failed and why, and then adjust.

What she takes away from putting it into practice

She also highlights the simplicity and flexibility of the format, and its ability to work both in person and remotely. But her conclusion remains a human one: students become active, responsible owners of their own learning.

Faithful adaptation of the document “Article 3: Gamification 3P.” The views expressed are Amel Saffar’s own and are not presented as universally measured impacts.