Can an AI Game Teach RAG? Test Transfer Beyond the Puzzle
Decision: an AI learning game can show that someone can play that game. It cannot, by itself, show that the person can diagnose a retrieval-augmented generation (RAG) system at work. Treat a good game score as evidence of in-game performance. To claim practical learning, test learners on unfamiliar pipeline failures, score their decisions against a transparent rubric, and check whether the skill remains after the game is gone.
That distinction matters when a training budget is being approved. A quick puzzle can make dense concepts approachable, but a leaderboard, completion badge, or positive reaction is not a measure of retrieval skill. AI-DUE’s Pipeline RAG Challenge is a useful concrete example of a game that asks learners to assemble RAG components. Use an interaction like this as a starting point for practice, then test what people can do when the component labels disappear and a realistic incident has to be diagnosed.
This article supplies a reusable 12-case transfer protocol for that decision. It is a proposed test design, not the result of a learner study: no participants were tested, no scores were collected, and no training effect is claimed. The cases and scoring rules are a practical starting point for a controlled pilot. They are deliberately built around unseen retrieval and grounding failures rather than around remembering the game interface.
The decision in one minute
Ask one question before buying or building an AI learning game: what new task should the learner perform better after practice? Write that task in observable terms. “Understand RAG” is too broad. “Given a user question, retrieved passages, and an answer, identify whether the failure came from retrieval, evidence conflict, permissions, or unsupported generation; then choose a safe next test” is observable.
Then separate four outcomes that are often blended together:
- Engagement: the learner starts, persists, or reports that the activity was enjoyable.
- Game performance: the learner gets better at the actions the game rewards.
- Near transfer: the learner applies a concept to a similar task with different surface details.
- Work transfer: the learner handles an unfamiliar task in a work-like environment without the game’s cues.
Each is useful. They answer different questions. A game can be engaging and still teach little. A learner can master the exact sequence that earns points without understanding why retrieval failed. Someone can explain a concept immediately after a lesson but forget it later. A team needs evidence at the level of the decision it plans to make.
Recommendation: use game completion and satisfaction as product and engagement signals. Use a predeclared, non-game task to support a learning claim. If the training is intended to change production practice, include a realistic work sample, an independent reviewer, and a delayed follow-up. Do not describe a single-session score as proof of durable job performance.
What the existing evidence does and does not say
The baseline is not “games never teach.” A systematic review of game-based learning assessment examined 91 empirical studies and found that learning measures were more common than measures of engagement or usability. It also warned that indirect measures and instruments without psychometric properties weaken claims about effectiveness. That supports a concrete design principle: include direct performance measures, and do not treat a proxy such as enjoyment or time-on-task as a substitute for them (Gris and Bengtson, Assessment Measures in Game-based Learning Research, 2021).
Results can also be positive in a bounded context. A 2026 preliminary study of PicPrompt involved 22 students in grades 2 through 9. The authors reported an increase in self-reported prompt-writing knowledge, but the sample was small, there was no control group, and the authors explicitly treated the results as exploratory. Its measured outcomes are not evidence that a RAG architecture game transfers to workplace debugging. It is an example of why the outcome, population, and comparison condition must travel with the number (Kumar et al., PicPrompt, 2026).
The transfer question is harder. A 2019 second-order meta-analysis across cognitive training programs reported small or null far-transfer effects after accounting for placebo effects and publication bias; it concerns general cognitive training, not RAG instruction, so it is a caution against broad claims rather than a direct verdict on technical games (Sala et al., Near and Far Transfer in Cognitive Training, 2019). Research on game-based learning likewise distinguishes outcomes practiced inside the game from applying ideas in a new context. Nietfeld’s study of a classroom science game examined transfer tasks and found that changes in science content knowledge predicted transfer while motivational variables did not predict it in the same way; this is a specific study, not a universal rule (Nietfeld, Predicting transfer from a game-based learning environment, 2020).
A separate transfer outcome also appears in a U.S. Department of Education What Works Clearinghouse record for a 3D game-based science curriculum: its study record describes a researcher-designed performance-based transfer task in an RCT involving 37 students. This is evidence about one intervention, one population, and one assessment; it is not evidence that a RAG architecture game transfers to workplace debugging. See the IES study record.
The balanced conclusion is narrow: game activities may support learning, but the proof should match the claim. A game that explicitly practices RAG architecture may be well aligned with remembering component order. That does not establish skill in handling stale documents, missing permissions, conflicting passages, or a model that ignores its context. Those are related but distinct tasks. The protocol below tests the gap directly.
Define the skill before selecting the game
RAG is not one action. In the original RAG paper, Lewis and colleagues combine a language model with retrieved external passages, evaluating the architecture on knowledge-intensive NLP tasks. That paper describes a system design and benchmark results; it does not validate a classroom game or certify a trainee. It is a useful technical baseline for understanding why the retrieval and generation stages need separate inspection (Lewis et al., Retrieval-Augmented Generation for Knowledge-Intensive NLP Tasks, NeurIPS 2020). The NIST AI Risk Management Framework is useful for framing the system context, intended use, risks, and evaluation responsibilities; it is governance guidance, not evidence about game-based learning efficacy.
For a work task, a learner may need to identify whether a question is answerable from a corpus; inspect which passages were retrieved; notice that the top result is irrelevant or out of date; distinguish a retrieval omission from a generation error; check whether the user was allowed to see a source; and avoid “fixing” a plausible-looking answer by weakening access controls. Component labels in a game can introduce those ideas, but success on a sorting puzzle does not test all of them.
Choose one target role and one task family for the pilot. A product manager deciding whether a RAG assistant can answer policy questions needs different transfer cases from an engineer tuning a retriever. A support worker who must escalate a question instead of guessing needs a different rubric from a developer selecting a chunking strategy. Avoid combining roles into a single score until there is evidence that the task requirements and scoring rubric are comparable.
Before training, specify the learner, expected starting knowledge, target job action, permitted tools, risk of an incorrect action, and what counts as a safe stop. This makes the assessment fairer: a learner should not fail because the test quietly assumes access to logs, corpus metadata, or an admin console they would not have on the job. It also makes it harder to move the goal after seeing the results.
The reusable asset: a 12-case game-to-work transfer protocol
The following matrix is a synthetic case design, not a measured dataset. It contains 12 scenario slots: four failure families with three variants each. The cases can be implemented as paper vignettes, a browser exercise, or a sandboxed evaluation UI. Keep the answer key hidden from learners. Use fictional documents and system identifiers so that the exercise does not expose customer information or require production access.
| Case | Failure family | Evidence supplied | What a strong response does | Unsafe shortcut to reject |
|---|---|---|---|---|
| 1 | Retrieval miss | The answer needs a clause absent from the retrieved set | State that evidence is missing; inspect query and corpus coverage | Ask the model to “try harder” and treat the new answer as evidence |
| 2 | Retrieval miss | A relevant document exists, but a synonym-heavy query retrieves unrelated passages | Propose a retrieval-side test and compare ranked passages | Change the answer prompt before checking retrieval |
| 3 | Retrieval miss | A chunk splits a table row from its heading | Identify a structural chunking defect and test an intact row | Increase top-k without checking whether chunks preserve meaning |
| 4 | Stale evidence | A superseded policy ranks above the current version | Verify dates and precedence; use the approved current source | Select the newest-looking text without verifying its authority |
| 5 | Stale evidence | Two revisions disagree and one has no effective date | Mark the conflict unresolved and seek an authoritative owner | Let the model average the two instructions |
| 6 | Stale evidence | The source is correct but outside its effective period | Compare the query date with the source’s validity window | Treat a current retrieval timestamp as proof the content is current |
| 7 | Grounding failure | Retrieved passages support only half of a two-part answer | Separate supported and unsupported parts; narrow or abstain | Return both parts because one is well supported |
| 8 | Grounding failure | The generated answer adds a number absent from every passage | Flag the unsupported claim and trace its source | Accept a plausible number because the answer reads confidently |
| 9 | Grounding failure | A citation points to a passage that contradicts the claim | Check the claim-passage relation, not just link presence | Count citations without checking what they support |
| 10 | Permissions | A highly relevant document belongs to a restricted team | Preserve the caller’s access boundary and return an allowed alternative | Retrieve with an administrator credential to improve answer quality |
| 11 | Permissions | A document is allowed, but a quoted attachment includes another person’s data | Minimize the response and follow the data-handling rule | Copy the entire source excerpt into a public answer |
| 12 | Operational recovery | Indexing failed after a successful content update | Check index freshness, log state, and safe rollback before retrying | Re-upload repeatedly and create duplicate or conflicting records |
The matrix is intentionally mixed: an ideal score cannot come from memorizing “increase top-k” or “rewrite the prompt.” It asks learners to distinguish retrieval, source validity, answer support, access control, and operational state. Replace the examples with your own domain terms before administering the test. Keep the number of variants fixed across cohorts if you intend to compare outcomes, and record every change to the case wording or answer key.
A scoring rubric that rewards diagnosis, not confidence
Score each response on five dimensions from 0 to 2. The scale is proposed for a pilot and is not a validated instrument. Publish the rubric to reviewers before scoring, train reviewers on sample responses, and retain disagreements instead of resolving them by silently changing the rule.
| Dimension | 0 | 1 | 2 |
|---|---|---|---|
| Failure localization | Misidentifies the stage or guesses | Names a plausible stage without tying it to evidence | Names the stage and cites the supplied evidence that distinguishes it |
| Next diagnostic step | No diagnostic action or unsafe change | Safe but broad check | Minimal test that can distinguish competing explanations |
| Evidence handling | Invents support or ignores a contradiction | Notes uncertainty but leaves the claim broad | Separates supported, contradicted, and unknown claims |
| Access and privacy | Crosses a permission boundary | Notices risk but proposes no usable alternative | Preserves access and gives a safe fallback or escalation |
| Change and recovery | Makes an unbounded change or duplicates work | Suggests a reversible action without verification | Limits scope, verifies outcome, and states rollback or reconciliation |
Use the five dimension scores to find a training gap; do not convert the total into a universal pass threshold. If a local organization chooses a threshold, label it as an internal operating rule, justify it through the task risk and observed reviewer agreement, and avoid presenting it as a research-backed standard. For high-impact work, an unsafe permission or unsupported-claim response should trigger review even when the total is otherwise high. A compensating score in “failure localization” should not cancel a privacy boundary violation.
The RAGAS project describes dimensions such as context precision, context recall, faithfulness, and response relevancy for evaluating RAG systems. Those metrics can help developers assess system outputs; they do not measure whether a human learner can transfer a diagnosis to a new system. Use them as technical context, not as substitutes for learner assessment (RAGAS metric documentation and the original RAGAS paper).
Example: a transparent scorer for one response
The following JavaScript is executable with Node.js and scores a response only after a reviewer assigns the five rubric values. It validates the data shape; it does not use AI to judge a learner, invent results, or set a pass threshold. The sample input is illustrative, not an observed participant response.
const DIMENSIONS = [ "localization", "diagnosticStep", "evidenceHandling", "accessPrivacy", "changeRecovery", ]; function scoreResponse(scores) { for (const key of DIMENSIONS) { if (!Number.isInteger(scores[key]) || scores[key] < 0 || scores[key] > 2) { throw new Error(`${key} must be an integer from 0 to 2`); } } return { total: DIMENSIONS.reduce((sum, key) => sum + scores[key], 0), criticalBoundaryBreach: scores.accessPrivacy === 0, scores: { ...scores }, }; } const example = scoreResponse({ localization: 2, diagnosticStep: 2, evidenceHandling: 2, accessPrivacy: 2, changeRecovery: 1, }); console.log(example); Store the written justification alongside each score. A total without evidence is difficult to audit. If the reviewer cannot point to the line in the learner’s response that supports a rating, the score should be returned for clarification. Do not let an AI evaluator assign the final score for high-impact tasks without a human validation sample and a documented adjudication path.
Administer the test without teaching to the answer key
Run a baseline before training using cases that are equivalent in difficulty but not identical to the later test. Do not reveal the answer key after the first attempt. The baseline helps distinguish a participant’s prior skill from change after the game. It also catches ceiling effects: if a learner already diagnoses these failures correctly before practice, a flat score may mean the training is unnecessary for that learner rather than ineffective for everyone.
After training, use a separate form. Change system names, query wording, document snippets, and surface details while preserving the failure mechanism. A copied case can test recall of the answer. A variant case can test whether the learner noticed the underlying structure. For example, if the game always uses “wrong chunking” as the answer to a broken table, the assessment should include a similar symptom whose actual cause is a stale index or an access filter. Otherwise the learner may be rewarded for pattern matching.
For a short workshop, include an immediate assessment to identify confusing instructions and a delayed assessment after a planned interval. Seven days is a practical pilot design choice, not a magic scientific threshold; choose the follow-up based on the training cadence and the time the skill must persist. If the goal is knowledge retention, do not allow the assessment to become a second lesson. If the goal is supported performance, include a separate coached practice phase and label it clearly.
If the organization wants to claim that the game caused an improvement, use a comparison design. A wait-list group, an alternative training activity, or a randomized allocation may be appropriate depending on logistics and risk. Match time-on-task where possible; otherwise extra practice time can explain a difference. Pre-register the primary outcome and analysis before looking at results. For small pilots, report uncertainty and individual response patterns rather than treating a percentage point difference as conclusive.
The participant count is not specified by this protocol. Determine it from the decision and an appropriate power or precision calculation, with a statistician when an effectiveness claim matters. Do not infer that the 12 synthetic cases equal a sample of 12 people. The scenario matrix is an asset specification; it is not a human-subject experiment.
Keep technical skill, game skill, and system quality separate
A RAG game can be technically correct yet fail as instruction. It might reward the right component order but omit source conflicts, access filters, version freshness, or failure recovery. Conversely, learners can like a game that does not measure the target role’s job task. These are separate design dimensions.
The assessment should also avoid treating system quality as learner quality. If a game’s answer depends on a broken UI, confusing scoring rule, or ambiguous source passage, a low score may reflect the instrument. If the model generated a different output on a second run, participants may not have received equivalent items. Lock the scenario text and evidence shown to each person; where generative components are used, log the model and prompt version or use deterministic responses during the test.
RAG system evaluation metrics are useful but imperfect. RAGAS provides reference-free approaches, while also making clear that evaluation spans retrieval quality, use of retrieved passages, and generated response quality. A metric is an instrument with assumptions, not an oracle. Human review, labeled ground truth where needed, and task-specific checks remain relevant. A high faithfulness estimate does not prove that the training game taught the employee to identify a bad retrieval event, and high answer relevancy does not certify the safety of the workflow.
For a job-related assessment, use a fictional or de-identified corpus with explicit source dates, access labels, and a known answer key. Give learners only the controls they would have in the role. If a case requires admin-level logs, either provide a role-appropriate excerpt or make “request escalation” the correct response. The assessment should reward good boundaries, not heroic access.
Make the transfer claim proportional to the evidence
Different results support different wording. If learners finish the game and report enjoying it, say that the game was completed and received positive feedback in the observed group. If they improve on the game’s own puzzle after repetition, say that in-game performance improved. If they improve on novel but structurally similar scenarios immediately after training, report near transfer. If they perform better on unfamiliar work-like tasks after a delay, that is more relevant evidence for job transfer, but still bounded by the roles, task design, and comparison used.
Avoid statements such as “the game makes staff RAG-ready” unless the study actually tested representative staff, representative systems, and the required work outcomes. Do not use “AI literacy” as if it were a single universally agreed score. Define the observable capabilities. For example: recognizes unsupported claims, checks evidence freshness, and respects document-level access. Those criteria are narrower, reviewable, and more useful for a purchasing decision.
When interpreting results, report the full assessment flow: the number invited, the number who completed each stage, exclusions and reasons, missing follow-up data, scoring rubric, reviewer agreement, item version, and comparison condition. If learners can see the answers, practice the same cases, or use tools denied to the comparison group, disclose it. If the lesson changes during the pilot, record the change and avoid pooling unlike versions without justification.
An original number needs a method trail. In this article, the 12-case count is a design specification: four failure families multiplied by three variants. The rubric has five dimensions, each with three anchored values. These are proposed structure, not empirical estimates. The protocol was drafted on 3 November 2026 and excludes any claim about actual participants, improvement rates, completion rates, or production outcomes. Its limitations include an unvalidated rubric, illustrative scenarios, and the need to localize the cases to the learner’s domain.
Decision matrix for buyers and training owners
| Your intended claim | Minimum useful evidence | What is not enough | Appropriate wording |
|---|---|---|---|
| “Learners found it engaging” | Defined participant group and feedback instrument | Product page claims or unrecorded anecdotes | “Participants in this pilot rated the experience…” |
| “Learners can complete the game” | Completion and in-game task records | A screenshot or badge | “Completion was observed on the specified game version…” |
| “Learners learned the game’s concepts” | Direct assessment with new items aligned to concepts | Completion time or self-reported confidence alone | “Scores on the concept assessment changed…” |
| “Learners can transfer the skill” | Novel, non-game tasks scored with a rubric; comparison and timing disclosed | A repeat of the game’s puzzle | “The pilot found performance on these transfer tasks…” |
| “Staff are ready for a RAG support task” | Role-based work samples, realistic permissions, delayed check, reviewer process, and clear safety gates | One workshop, generic AI quiz, or a high average total | “The evidence supports readiness for these bounded tasks, subject to…” |
The matrix prevents the marketing outcome from outrunning the evidence. The more consequential the claim, the closer the assessment should resemble the actual decision. A short game can be a useful orientation step without becoming a certification exam. The correct response may be “the game improves engagement and introduces terms; job readiness remains untested.” That is a valid product result and a sound procurement decision.
Failure modes to check before reading the score
The game and test share the same answer pattern. Learners may memorize a sequence. Use new surface details, alternative causes, and an independent task. Do not leak the answer key.
The assessment rewards vocabulary instead of action. Naming “retrieval” or “grounding” is not equivalent to choosing a diagnostic step. Require the learner to connect a claim to supplied evidence and name what to inspect next.
The rubric rewards confidence. A fluent explanation can still be wrong. Score the evidence-to-decision chain; make unsupported certainty a failure mode, not a bonus.
A privacy breach is hidden by a high total. Keep safety boundaries as non-compensating gates. A total score should not erase an access violation.
The system output changes between learners. Freeze cases or version them. Otherwise learners may face different difficulty while the report treats their scores as comparable.
The training population is unlike the user population. A game evaluated with one age group, prior knowledge level, or role does not automatically generalize to a different workforce. Describe the population and transfer limits.
The follow-up loses the people who struggled. Report attrition and reasons. A delayed average among only the most engaged participants may exaggerate what will happen across the whole team.
A successful workshop becomes a deployment signal. Passing a learning test does not certify the RAG system. Evaluate the system separately for retrieval, grounding, access control, freshness, latency, and operational recovery.
A failure is blamed on the learner when the item is broken. Have domain experts review cases and test them with a small cognitive walkthrough before scoring. Ambiguous evidence should be corrected, not used to rank learners.
An AI judge silently changes the scale. If an automated scorer is used for formative feedback, record its version and validate it against human ratings. Do not use it as the sole authority in high-impact staff decisions.
A buyer should begin with the work use case and the capability the organization needs to assess. Deloitte’s learning technology strategy service description likewise frames technology selection around learning and business goals; this is a provider description of a selection approach, not independent evidence that a particular game improves learning.
A practical rollout sequence
Start with one role and one failure family. For example, a support analyst needs to know when a knowledge assistant’s answer lacks evidence. Write three cases that vary the surface facts while testing the same underlying judgment. Ask a subject-matter expert to confirm that the safe response is indeed safe. Add one case where the answer is supported, so learners cannot pass by always abstaining.
Next, pilot the wording with a few reviewers who are not being evaluated. Ask them to explain what evidence they used, what they think the correct action is, and where the prompt was ambiguous. This is a usability check, not an effectiveness study. Fix unclear cases before collecting baseline data.
Then administer the baseline and training consistently. Record the exact game version, training duration, hints allowed, and any coaching. Do not let the facilitator provide extra explanations to one group and then report outcomes as if exposure were equal. If a learner needs accommodation, provide it and document how it changes the assessment, rather than denying access or pretending the item is unaffected.
Score with at least two trained reviewers when the result will affect role readiness. They should score independently before discussion. Track dimension-level agreement and preserve the original ratings. If reviewers disagree, use the disagreement to improve the rubric. Do not resolve every disagreement by consensus and then report only the consensus score; that hides how reproducible the measure is.
Finally, compare the results with the intended decision. If the objective was awareness, an immediate concept check may be enough. If the objective was reliable triage, inspect case-level errors and critical-boundary breaches. If the objective was reduced incident risk, a training pilot cannot prove that outcome alone; production incident and escalation data are needed, with a plan to account for changes in volume and case mix.
Flow: from a promising game to a defensible learning decision
flowchart TD A[State the work task] --> B[Map game actions to target skill] B --> C[Build unfamiliar parallel cases] C --> D[Review cases and rubric for ambiguity] D --> E[Run baseline] E --> F[Deliver versioned training] F --> G[Score non-game transfer tasks] G --> H{Did the target behavior improve?} H -- No or uncertain --> I[Revise instruction or measure; do not claim readiness] H -- Yes --> J[Run delayed and role-specific check] J --> K{Safety boundaries held?} K -- No --> I K -- Yes --> L[Report bounded evidence and remaining limits] This is a decision process, not a ranking formula. The important control is that the learner must leave the game context before a transfer claim is made. The delayed check is useful when retention matters; it does not remove the need for task relevance, valid scoring, or a comparison appropriate to the claim.
Proof pack: claim, source, and boundary
| Claim used here | Source | Boundary on interpretation |
|---|---|---|
| RAG joins generation with retrieved non-parametric memory for knowledge-intensive tasks | Lewis et al., NeurIPS 2020 | Original architecture paper; not evidence about a training game or human transfer |
| Game-learning assessments need direct measures, and weak indirect instruments limit effectiveness claims | Gris and Bengtson, 2021 | Review of 91 studies across its search scope; it does not evaluate the AI-DUE RAG game |
| A small AI prompt-writing game study reported exploratory self-report changes and named its limitations | Kumar et al., 2026 | Different skill, small K–12 sample, no control group; cannot establish RAG workplace transfer |
| Far-transfer effects in cognitive training are contested and can be small or null after bias controls | Sala et al., 2019 | Broad cognitive-training meta-analysis; not a direct test of domain-specific technical instruction |
| RAG evaluation separates context/retrieval and response dimensions | RAGAS metric documentation | Metrics evaluate system behavior; they do not assess human learner transfer |
| The AI-DUE Pipeline RAG Challenge presents a component-ordering game | AI-DUE Pipeline RAG Challenge page | Page description only; no learning efficacy claim is inferred from the product description |
The disagreement is not that games are either universally effective or useless. The key disagreement is the distance between what is practiced and what is claimed. The systematic review supports measuring learning directly; transfer reviews warn that results become less dependable as the outcome moves farther from the trained task. A responsible report keeps those scopes distinct and states which outcome the data actually tested.
Pilot checklist
- [ ] Name the learner role and the exact work task the game is meant to prepare.
- [ ] Separate engagement, game completion, near transfer, and work transfer in the report.
- [ ] Map each game mechanic to a capability and identify any target capability the game never asks the learner to practice.
- [ ] Use unfamiliar cases with different wording and surface details.
- [ ] Include retrieval, stale evidence, grounding, permissions, and recovery only when those tasks belong to the target role.
- [ ] Keep cases fictional or de-identified and provide only role-appropriate access.
- [ ] Predefine the rubric, critical safety gates, outcome, exclusions, and comparison condition.
- [ ] Label proposed scenario counts separately from the number of people tested.
- [ ] Version the game, cases, hints, scoring key, and any generative components.
- [ ] Record baseline, immediate result, delayed result where relevant, attrition, and reasons for missing data.
- [ ] Train reviewers; preserve independent ratings and disagreements.
- [ ] Describe method, sample size, date, exclusions, uncertainty, and limitations for every original quantitative claim.
- [ ] Report system quality separately from learner quality.
- [ ] Limit the final conclusion to the roles, cases, versions, and dates actually examined.
Final recommendation
Use an AI learning game when its interaction makes a difficult concept easier to explore and practice. Treat a component-ordering puzzle as an introduction to RAG architecture, not a certificate that someone can debug retrieval or protect access boundaries. The practical difference is one test: present an unfamiliar failure outside the game and ask the learner to justify a safe next step from evidence.
The proposed 12-case matrix makes that test reproducible enough to discuss and revise. Its case count and rubric are design choices, not measured outcomes; a real pilot must validate the content, the scoring, and the comparison before any effectiveness claim. If the non-game task shows improvement and the safety gates hold, report exactly that bounded result. If it does not, the game may still have value for engagement or orientation, but the evidence does not support a broader transfer claim.
That is a stronger buying decision than either trusting a leaderboard or rejecting games on principle. It keeps the promise proportional to what learners actually demonstrated, and gives the training team a clear next step when the game’s score and the workplace task tell different stories.