In corporate environments, there is a growing interest in deploying more effective solutions in supporting competence development, namely to address the identified need of developing soft-skills (eg: negotiation, leadership) and complex competences (eg: sense-making and cross-cultural communication). The “learning by doing” has gained prominence, in particular when considering the use of serious games as the delivery platform for the educational content. However, the adoption of serious games alone is not a guarantee for effective learning and consequently, the aim of this paper is to present the integrative framework that combines together five key developments in education research, namely Knowledge Ecology, Social Learning Communities, Threshold Concepts, Experience Management and Cognitive Management. Based on the integrative framework, the paper proceeds to present the TARGET componentized platform.