A statistic about how much money Nintendo spends on Research and Development, vs. how much the U.S. Department of Education spends, was as eye-opening for the audience as it had been for Brenner.
Another key element that is also important to me, and a motivation to gamify, is the ability of repeated failure to lead to learning. (There is a good acronym later in this post related to this point.) On the one hand, the ability to fail and “respawn” in a course – other than simply repeating the course next semester for credit – frees students to make progress that they would not otherwise. Indeed, in another session at CanvasCon it was shared that repeated microassessments without the fear of failure leading to a low grade are the most effective means of making progress in learning. The question I continue to wrestle with is how we give students that freedom to fail, and yet still evaluate progress in a way that means their diploma vouchsafes progress and competencies.
That experience may be described in terms of an “epic win.”
On the next page you’ll find a few other photos from the presentation, followed by that FAIL acronym I mentioned earlier, which I am sure you will appreciate, since it redefines the meaning of failure in a powerful way that is true to what we learn about it at the intersection of gaming and education…