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HDX Simulations

Where a simulation fits in a learning journey

Opening, middle or close. The same session does three different jobs depending on where it sits, and putting it in the wrong place wastes the most expensive day in the programme.

23 September 2026 5 min read

A simulation is usually the most expensive day in a programme and the least deliberately placed. It goes wherever the calendar allowed.

The same session does three different jobs depending on where it sits, and the position should be chosen from the programme's objective rather than from availability.

As the opening

The session runs first, before any content, and everything afterwards refers back to it.

What it gives you. A shared experience that every subsequent module can point at. When the facilitator on day three says "remember what happened in round two when nobody asked the operations team", they are not introducing a concept, they are naming something everyone in the room watched. That is a very large advantage and it lasts the whole programme.

It also produces a baseline. What people did before being taught anything is the most honest picture of current behaviour you will get, and it is collected in a form nobody can dispute because they produced it themselves.

What it costs. Participants arrive cold and some of them arrive late. The setup is the most fragile part of any simulation, and putting it in the first ninety minutes of a programme where people are still finding the room is a real risk. It also front-loads the discomfort — a group that fails visibly on day one can spend day two defensive.

Use it when the programme has to change something people currently believe they are already good at.

In the middle

Content first, then the session, then consolidation.

What it gives you. Participants apply what they were taught, under pressure, in a situation where the model is genuinely hard to use. This is the closest a programme gets to testing whether the content transferred, and the gap between what people can explain and what they do is usually the most instructive thing in the week.

It also rescues content that was not landing. A room that was politely absorbing frameworks becomes a room that has just discovered a framework is difficult, which changes the quality of attention completely.

What it costs. You lose the clean baseline — behaviour is now contaminated by the content, which is the point, but it means you cannot use the session to show people what they were doing beforehand.

Use it when the programme is teaching something specific and you need to know whether it is usable.

As the close

The session runs last, as integration.

What it gives you. Everything comes together, people leave on the strongest day, and the final debrief can legitimately be about commitments rather than concepts.

What it costs. Quite a lot, and it is underestimated. There is no time left to work with what the session surfaces. If the closing session reveals that the group still does not do the thing the programme was about, the programme is over and that finding has nowhere to go.

Closing sessions also get compressed. The last afternoon is where overruns land, and a simulation with a rushed debrief is the one failure mode that wastes the whole day.

Use it when the programme's objective is genuinely integration, and protect the debrief in writing.

The strongest structure, where you can afford it

Two shorter sessions rather than one long one, separated by six to eight weeks.

The first establishes the baseline and surfaces the problem. Participants go back to work with one specific thing to try. The second session, with the same group, opens with what happened when they tried it.

This works because the gap is where transfer either occurs or does not, and a design with nothing in the gap has left the most important part of the programme unattended. It is also the only structure that lets you observe the same group twice, which turns a claim about change into an observation of it.

The objection is always cost. Two half-days generally cost less than one full day plus the follow-up module that would otherwise fill the gap, and the arithmetic is worth doing before the idea is dismissed.

Where it should not go

Not directly after lunch on day two of a residential programme, which is the lowest-energy slot in any multi-day design and the one simulations are most often given because it is "the graveyard slot and we need something active". An experiential session will lift that slot, and it will be a worse session than it would have been at ten in the morning.

Not as the item that can be shortened. If the schedule is tight, the simulation is frequently the thing trimmed from a day to half a day, because it looks modular. It is not modular. A three-round game cut to two rounds is a different and usually worse game, and cutting the debrief to fit is the one change that removes the reason for running it at all.

Not immediately before a difficult organisational announcement. Participants will read the session as preparation for the news, retrospectively, and the trust cost is severe. If something is coming, run the session after it or well before it, and tell the provider.

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Fernando Mendes, HDX Simulations

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