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Re:Some school districts plan to end the year early, call re... by derefr on Wednesday April 29, 2020 @08:39PM (#23026288)
Proper teaching looks less like what most teachers do, and more like what (good) game designers do.

• Hide the tutorial for the problem, in the "shape" of the problem, so the student won't even realize they're being taught something. (See e.g. https://www.youtube.com/watch?v=ZH2wGpEZVgE)

• Make the student/player feel a need for a new tool, before the tool is introduced. Have them try (and perhaps fail) to solve the problem without the tool first. (See the "keys and doors" discussion in https://www.youtube.com/watch?v=ouO1R6vFDBo&list=PLc38fcMFcV...)

• For each new concept, present its lesson as a series of spaced-chunk challenges, where each chunk ramps the difficulty up to a climax and then down again to a gentle denouement. Give the learner's mind a chance to feel a sense of mastery over already-understood concepts, not just the continual stress of new challenges. (See https://boingboing.net/2015/09/14/super-mario-maker-levels.h... or http://gameshelf.jmac.org/2011/12/a-pleasant-journey-through...)

• Gate problems behind proof of mastery of previous micro-skills, not just in the form of obvious tests, but also in the form of multi-step problems for new knowledge which can't even be approached without also having another prerequisite skill. Ensure that it becomes impossible to "leave behind" a foundational skill—i.e. ensure that the learner will get stuck without the new tool, and so realize they need to backtrack to pick up that tool, rather than flailing uselessly at the next problem.

• Meter and visualize progress. Map acquisition of micro-skills directly to some sort of measurement the student can look at (a level number; a tech tree; a skill grid), to feel that they're making progress. Ensure the system is designed such that this number goes up not just when they make progress on new skills, but also when they go back to shore up their knowledge of old skills.

Etc.

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