CEPD · Module 5 — Serious games that rehearse
Show the consequence, name the gap, offer a new attempt.
About 16 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.
01
When a mission shows "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 a judgment; then offer the same objective with different details.
02
Skipped the scan. — Show the wrong pallet arriving at the customer, the return cost, then the scan rule.
Ran out of time. — Show which step took longest and the shortcut experts use, then retry.
Chose the wrong cause. — Show the clue that pointed to the right cause and why it was easy to miss.
03
Consequence: What happened on the job.
Gap: Knowledge, environment or judgment.
Rule or cue: One line, with the job aid link.
New instance: Same objective, different details.
04
Empty fail: Game over. Try again. · Same screen again.
Teaching fail: The pallet shipped with 20 units, not 24. The customer's line stopped. Report mismatches before staging. · New bin, new quantities, same rule.
05
Research on productive failure suggests that struggling with a problem before instruction can improve understanding, provided the struggle is followed by explanation that builds on the learner's attempts. Games can use this: let learners attempt a mission before the procedure is taught, then use their own errors in the debrief. This works for understanding why a procedure exists. It is not appropriate where the first failure in practice teaches a dangerous habit; for high-risk steps, demonstrate first.
06
For the two most likely errors in your mission, write the consequence, the gap, the rule and the new instance.