Two extreme case studies are highlighted in this follow-up chapter (this is a practical case study following up on Chap. 4 with a theoretical base) on how facilitators can enhance learning via interventions. Case study 1 consists of a positive open simulation game (learning results and goals achieved), containing optimized conditions for learning and several facilitated interventions per game phase. The open simulation game case study delivered learning early on in the gameplay and resulted in mainly third-order learning (learning to learn, a well-developed role perspective on how one can add value from their role). Case study 2 consists of a negative rule-based simulation game (goals were not achieved, few learnings) with diminished learning conditions and the lack of impact of facilitated interventions per game phase. The learning results of the negative case study 2 were limited because participants did not perceive the game as useful and experienced the mainly content-oriented interventions by the facilitator not as helpful. The extraneous cognitive load resulting from the gameplay disturbed the effect of the process interventions by the facilitator, so participants did not learn from the guidance the facilitator tried to provide. Discussing these two opposite extreme case studies provides an overview of what conditions favour learning and what interventions contribute to learning. In the previous chapter, it was highlighted that facilitators can enhance learning complexity reduction (or attenuation) and skill enlargement (amplification). In the case studies, the types of interventions performed are highlighted and explained so they provide two contextualized examples of how interventions added or left out have effect on learning combined with the internal conditions of the rule-based and the open simulation game.