CEPD · Module 5 — Serious games that rehearse

Fail states that teach

Show consequence, name the gap, offer retry — authentic assessment on screen.

About 14 min

Practice in the lesson player

Sorting, matching, quizzes, and the module gate stay behind a free account so scored answers are not public. The teaching notes below are the same cited curriculum.

What this lesson covers

  1. 01

    Fail state patterns

    Consequence screen — Show what happens on the job if they skip the step.

    Gap naming — Knowledge vs environment — Gilbert/Moore lens.

    Retry path — Same objective, new instance — not identical repeat.

  2. 02

    Teach-on-fail loop

    1 · Consequence: Show the job result — spilled pallet, missed lock, unsafe yes.

    2 · Name the gap: Knowledge, environment, or incentive — Gilbert’s lens, one line.

    3 · Retry instance: Same objective, new numbers or names — not a clone.

  3. 03

    Empty fail vs teaching fail

    Empty fail: “Game over — try again” · Same screen, same items · Score only

    Teaching fail: Consequence + named gap · New instance of the same action · Learner can change the next move