CEPD · Module 5 — Serious games that rehearse

Fail states that teach

Show the consequence, name the gap, offer a new 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

    A fail state is a lesson, not a dead end

    When a mission marks “game over” and sends the learner back to the same screen, they learn to click differently until the score moves. They do not learn the job. A teaching fail has three beats: show what happened on the floor, name whether the gap is knowledge, the environment, or an incentive, then offer the same objective with new details. Messick’s fidelity test is simple — could this failure happen at work, and can the learner change the next move because of what you showed them?

  2. 02

    Fail state patterns

    Consequence screen — Show the job result of the skip — a spilled pallet, an unlocked panel, an unsafe yes — before any score. The consequence is the lesson, not a game-over stamp.

    Gap naming — Say whether the gap is missing knowledge or a broken environment. A course cannot fix a missing tool, and a job aid cannot fix a skill the person has never practiced.

    Retry path — Retry the same objective with new numbers, names, or context. Sending them back to the identical screen teaches the click sequence, not the decision.

  3. 03

    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.

  4. 04

    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