CEPD · Module 5 — Serious games that rehearse
Choose mechanics that force the job action. One primary mechanic per beat, then a debrief.
About 18 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
A mechanic is the rule that decides what the learner must do. Ordering rehearses a sequence. A hotspot check rehearses an inspection. A timed choice rehearses pressure, only when the job is timed. If a mechanic does not change what the learner must do, it is scenery. One primary mechanic per beat; adding confetti, a leaderboard and a quiz to the same beat adds load without practice.
02
Job verb | Mechanic
Sequence | Order steps, with penalties for skipped checks
Inspect | Find the faults in a scene or document
Prioritise | Allocate limited time or resources across requests
Decide under pressure | Timed choice, with pause available for accessibility
Diagnose | Gather clues, then commit to a cause
03
Ending on a score screen teaches learners to chase the number. Name the steps that matched policy and the step that did not. Then offer a retry on a new instance, same objective, different details, not a clone of the screen they just saw.
04
Valerie Shute's work on stealth assessment shows how a game can measure competence from the learner's actions during play, not only at the end. You do not need a full psychometric model to use the idea: record which steps were taken, in which order, and which wrong options were chosen, and map each to the competency it shows. A learner who reaches the right outcome after skipping a safety check should not score the same as one who followed the procedure. With xAPI, these step decisions can be sent to an LRS and analysed across a cohort.
05
For your mission, choose one primary mechanic per beat from the table on slide 2, and list the step decisions you will record and the competency each shows.