The Certified Experiential Learning Activity Design Specialist programme teaches L&D professionals to create and validate practical activities—such as simulations, role-plays and games—that build workplace skills. Across six ENGAGE model modules, participants develop and pilot an activity kit through hands-on design, facilitation and peer testing. Certification requires submitting and demonstrating a complete kit assessed against ENGAGE standards.
The Certified Experiential Learning Activity Design Specialist programme trains L&D professionals to design, run and prove learning activities that change workplace behaviour. Participants leave with a portfolio of ready-to-use activities, not just theory.
Most organisations still rely on slide-heavy training. Learners remember little and apply less. Experiential activities such as simulations, role-plays, games and case challenges close that gap, but only when they are designed with purpose. A badly designed game wastes time; a well-designed one rehearses the exact decisions people face on the job.
The programme follows the ENGAGE model across six modules. In every module, participants work on a live design project drawn from their own organisation or an assigned industry case (banking, manufacturing, healthcare, retail, telecom, public sector or hospitality). Each module produces one output. By the end, those outputs combine into a Validated Activity Kit, which forms the capstone for certification.
Who it is for: trainers, facilitators, instructional designers, HR and L&D business partners, team leaders who train their teams, and consultants who deliver workshops.
Learning approach: about 70% hands-on practice (design sprints, live facilitation, peer testing, debrief rehearsal) and 30% input, examples and expert feedback.
Certification requirement: submission and live demonstration of one complete, piloted activity kit, assessed against the ENGAGE standards.
The programme aims to build designers who can turn any business need into an experience that produces measurable behaviour change. Specifically, it will:
M-1: Establish the Brief — From Business Need to Experience Brief
M-2: Navigate the Learning Cycle — Engineering the Experience
M-3: Generate Activities — Building Simulations, Role-Plays, Games and Case Challenges
M-4: Activate the Room — Briefing, Facilitating and Managing Live Group Dynamics
M-5: Guide the Debrief — Turning Experience into Workplace Action
M-6: Evaluate & Embed — Piloting, Evaluating and Publishing Reusable Activity Kits
Exam Method:
Number of Online Final Exams: 01
Online MCQ (Multiple-Choice Question) Exam
Assignment:
By the end of the programme, participants will be able to:
This program is organized by the Academy of Professionals Malaysia (APM).
This program is Validated and Quality Assured by the World Academy for Research and Development.
This program is Validated and Quality Assured by American Society for Trainers and Coaches (ASTC-USA). [www.astc.us.com]
Needs-to-Objective Translation
Experience Architecture
Activity Construction
Live Facilitation
Debrief and Transfer
Evaluation and Packaging
Learner-Centred Mindset (foundation)
Business Partnering (foundation)
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