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How Learning Products Build Learner Agency

Joris Beerda18 September 2026
How Learning Products Build Learner Agency

Maya opens the language app she has used for four months. A banner tells her she has a 122-day streak, is 40% through Level 6, and is one lesson away from another badge. She closes the app anyway.

The dashboard can prove that Maya completed assigned actions. It cannot prove that she became more capable, chose a goal that mattered to her, or found a reason to continue after the novelty of the streak faded. That gap explains why a product can show healthy completion metrics while learners quietly disengage.

Points, badges, streaks, and completion bars have a legitimate job. They make an unfamiliar journey visible and give new learners an early signal that they are moving forward. They do not, on their own, create mastery or a durable relationship with a subject. A learning product needs to show what a learner can now do, give them some control over how they develop, and connect the work to people or outcomes they value.

Completion data and learning outcomes

A completion meter answers an operational question: did the learner open the lesson, answer the questions, or finish the module? Teams need that information. It becomes misleading when it is used to answer a different question: can this person now do something they could not do before?

A learner can complete every screen in a course and still be unable to apply the material at work. They can maintain a long streak while following a routine they stopped caring about weeks ago. They can collect badges without seeing how any of them connect to a capability they value. The product records activity; the learner needs evidence of development.

Self-Determination Theory identifies autonomy, competence, and relatedness as psychological needs that support more self-directed motivation. For a learning team, this means learners need meaningful choices, credible evidence that they are becoming more capable, and a human or social connection to the work. The American Psychological Association’s overview of motivation provides a useful introduction. Ryan and Deci’s work on Self-Determination Theory provides the research foundation.

In the Octalysis Framework, Development and Accomplishment can help a learner recognize a meaningful win. Ownership and Possession can make a personal learning record valuable. Scarcity and Impatience can provide a timely reason to begin. Each can support a learning experience. None replaces the learner’s reason for wanting the capability in the first place.

The early role of points and badges

The PBL Fallacy assumes that points, badges, and leaderboards will make an otherwise flat activity engaging. These mechanics can make early actions visible and may create a short burst of attention. Their value depends on what they recognize. A badge for finishing a page has a different meaning from a badge that marks a learner’s ability to handle a difficult customer conversation or analyse a real forecast.

Early in a learning journey, a clear path and a small win can help someone decide that the effort is manageable. Later, the learner needs more than the next lesson in a sequence. They need growing challenge, useful feedback, relevant choices, and opportunities to apply the work. A product that keeps offering the same progress mechanic after the learner’s needs have changed starts to feel repetitive.

Choices that change the learning experience

Agency exists when a learner can make a meaningful choice, see the result of that choice, and adjust their approach. Choosing an avatar or an interface colour does not change the learning experience. Choosing a real problem to solve, a context in which to practise, or a strategy to test can.

Octalysis describes this as Core Drive 3, Empowerment of Creativity and Feedback. A learner needs a problem worth solving, more than one viable approach, and feedback that helps them understand what happened. The aim is not to add options for their own sake. The aim is to let the learner develop judgement.

A language product can let someone prepare for a client meeting, a holiday, or a family conversation while teaching the same underlying skills. A leadership course can let managers bring a current team problem into a practice exercise. A data course can let a learner work with a relevant dataset instead of an abstract sample. The content remains rigorous. The learner has a direct reason to care about the result.

The choice needs consequences. A credible route changes the examples, the challenge, the feedback, or the output. If every route leads to the same generic sequence, learners quickly recognise that the choice was decorative.

Progress learners can use

Lesson 7 of 12 reports how much content the system has delivered. A capability statement gives the learner something they can test: “You can now explain your team’s quarterly priorities in two minutes” or “You can identify the three assumptions that make this forecast unreliable.” These statements link progress to a real situation.

This also changes assessment. Instead of using a quiz only to confirm that a learner consumed a module, show a real task before the unit and invite the learner to attempt it again afterwards. The difference gives both the learner and the team evidence of competence. It also helps the learner choose a next step: a harder case, another strategy, or an application in a different context.

Development and Accomplishment becomes more credible when progress reflects a challenge overcome rather than a page consumed. Ownership and Possession becomes more meaningful when learners keep work they are proud to use or share. These Core Drives reinforce each other when the product tracks something that belongs to the learner.

What changes after the first win

Many learning teams invest heavily in the first session. They reduce friction, introduce a simple task, and celebrate completion. The more difficult design work begins after that first win. A learner who has finished the introduction needs a reason to return that is connected to growth, practice, and application.

Octalysis uses the terms Discovery, Onboarding, Scaffolding, and Endgame as a design lens for this changing work. They are not a claim that every learner follows one fixed sequence. A team should identify the learner’s actual goal, confidence, experience, and behaviour before assigning a phase.

A first session needs to help a person decide whether continuing is worth the effort. Later sessions need to make growing capability useful in work or life. Experienced learners may need opportunities to contribute, mentor, create examples, or lead a discussion. These are different design problems. Repeating the same streak and badge system through every stage produces a flat experience because it does not respond to what the learner now needs.

In the Scaffolding phase, the experience can offer increasing complexity, choices of strategy, useful feedback, collaboration, and enough discovery that the work does not become mechanically predictable. Core Drive 3, Empowerment of Creativity and Feedback, Core Drive 5, Social Influence and Relatedness, and Core Drive 7, Unpredictability and Curiosity, can become more important here. A learner might compare approaches with peers, receive feedback from a mentor, publish a useful artifact, or explore a challenge that fits their level.

At Endgame, experienced learners need a role that reflects their accumulated capability. They may mentor newcomers, improve examples, create a project that others can learn from, or take a visible role in the community. The product can recognise progress without reducing a veteran’s contribution to another badge tier.

Social learning and contribution

Leaderboards are often the first social feature teams consider because they are easy to build and explain. Ranking people by time spent, lessons completed, or activity can reward those with more free time and discourage learners who are struggling most.

Core Drive 5, Social Influence and Relatedness, is stronger when it creates a meaningful relationship around the work. Peer critique, project partnerships, a mentor who can see a learner’s growth, and a role for experienced learners to help newcomers can make capability visible in a human context. The learner becomes someone others can rely on.

Teams should also handle Black Hat motivation carefully. Scarcity, curiosity, and loss avoidance can create urgency. A learning product that relies on streak-loss anxiety or countdown pressure for daily return can maintain activity while weakening the learner’s relationship with the subject. The relevant question is whether the mechanic supports a learner’s long-term development.

Design for the learner’s next capability

A behavioural-design approach starts with the business outcome, the learner’s desired actions, the player types involved, and the current moment in the journey. It then selects motivations that fit the learner and the task. This is how The Octalysis Group approaches engagement work: diagnose the existing motivation architecture before deciding which features belong in the experience.

For learning products, this process often reveals an imbalance. Discovery and Onboarding receive attention because they are visible and linear. Later learning receives less attention because the product has to respond to increasing capability and different goals. The result is a polished first week followed by a repetitive journey.

Before adding another progress mechanic, ask what the learner will be able to do, choose, create, or contribute after this experience. The answer should be connected to a capability, a relevant goal, and a next step the learner can shape.

If your learning product has strong completion data but weak return behaviour, Contact Us. The Octalysis Group helps teams map desired actions, player types, and experience phases that make learning worth returning to.

Joris Beerda

Co-Founder and CEO of The Octalysis Group. As a world-leading expert in Human-Focused Design and Octalysis Gamification, Joris’ global career in creating engagement spans across 20 years, 15 countries and 7 languages. He has designed Human-Focused experiences for dozens of Fortune 500s as well as medium sized companies. Joris is also a well known Keynote Speaker on Gamification in many renowned conferences throughout Europe, Asia, and Australia.

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