游戏、游戏化学习、失败的自由!

  I remember failing in school.


  我仍然记得我上学期间的挫折和失败!


  In fact, I failed many tests, papers and assignments. It was so bad, my third grade teacher told my mom that I would have to repeat third grade because I wasn't going to make it academically. At one point, I was pretty much written off from completing any schooling past the 12th grade.


  那时候,我在无数次考试、写文章、完成作业方面都做的不好。尤其是在我上小学三年级的时候,老师告诉我妈妈,说我因为没有达标所以必须得复读三年级,这个结果简直是糟透了!从那时起,我基本上是跌跌撞撞地度过那12年的学习生活。


  In looking back on my learning trials and tribulation in my early years of school, one thing was certain FAILURE was a bad, bad thing.


  回头再来看我小学和中学教育阶段所经历的挫折与磨难,“失败”这个事儿是确定无疑地被定性为不好的事情。


  Whenever I failed, I was threaten with being held back, falling behind or repeating a grade. At no time did my teachers believe that failing was good. I liked to experiment, to see what would happen if..., to learn from my mistakes but those never seemed to be options I could safely explore. There was only one way to do things. Only one answer. There was no divergent thinking.


  任何时候只要一失败,我都面临着被迫缓行、落后于他人或者复读的危险。我的老师从来不会认为失败是个好事儿。我喜欢去试验新东西,喜欢去看“如果。。。。。。”将会发生些什么事情,喜欢从失败中去学习新东西。但是,所有的这些期望都不曾作为一个选项让我能够在安全的方式和情形下去实现。实际情况往往总是只有一种方式去做某一件事情,而且只有一个答案,几乎没有可能有第二种不同的想法。


  Failure as an Option


  失败是一个选项


  Now enter video games. Failure is not only an option, it is expected. Video games start with multiple lives because it is assumed you are going to need them. The game developers and the game players expect failure. In fact, games would be agonizingly boring if you could never fail and start over.


  现在如果去玩电玩,失败不仅仅是一个选项,而且还是一个令人期待的事情。游戏开始的时候都会提供给你多种生活/生存情景,这是因为这个游戏假定你会需要这些。游戏设计师和玩游戏的人都期盼着失败。事实上,如果你都不经历失败就一路闯关的话,你会觉得这个游戏极其无聊。


  In a video game, not only is failure an option...it's encouraged and expected. It's how you learn about the game environment.


  在电子游戏中,失败不仅仅是一个选项....而且是鼓励失败,期望失败。只有这样,你才能更好地去了解和把玩这个游戏。


  Failure in video games, and in life, is not just about doing the wrong thing, or not knowing the answer...it's about learning. If you talk to successful entrepreneurs, one of the things they often have in common is that they've failed more than once in launching a successful business. They learned from their failures and then reached success.


  无论是玩游戏过程中遇到的失败还是生活中遭遇的失败,那不仅仅只是说做错了一件事情,或者说不知道答案,而是一个学习的过程。如果你和一些成功的企业家交流,你会发现他们有一个共同点:他们在把一个业务做成功之前往往都经历过多次的失败。他们从失败中学习,直至最后取得成功!


  The reason is because people gain insights from failure, grow from failure and become better because of failure. Failure is not just a lack of knowledge or inability to do something, it can come from a willingness to take risks, explore new methodologies and ask the question "what if we tried this" or "let's see what happens when."


  其中的缘由就在于人们从失败中获得新的认识、从失败中成长、因着失败而变得越来越好!人们并不仅仅是因为缺乏知识或者能力不足而失败,还有可能是担当风险的意愿程度,或者是想探索新的做事方法,或者是想知道“如果我们试着这样做会怎么样呢?”,也或者是想知道“如果我们这样做了,又有什么情况发生呢?”


  Often we learn much, much more from our failures than we do from our successes.


  我们从失败中学习到的比从成功中学到的更多


  Games and gamification can allow that type of "failure is ok" environment for learning. Games accommodate failure with multiple lives, second chances, and alternative methods of success. Games overcome the "sting of failure" by allowing, as part of their design, multiple opportunities to perform a task until mastery.


  游戏和游戏化学习能够创造一种容许失败的环境以供学习。游戏能够给学习者提供多种失败的情形,而且有第二次机会或者可替代的方式去取得成功。游戏化学习则避免了失败的痛楚,作为游戏化学习设计的一部分,学习者可以有多个机会去完成任务直至最终掌握任务操作方法。


  Gamification allows failure by providing multiple chances to get an answer correct or by providing content again and again until the learner obtains mastery.


  游戏化学习容许学习者犯错,通过提供多个机会让学习者找到正确答案,或者通过一次又一次的提供学习内容直到学习者掌握为止。


  Conclusion


  小结


  Examine your current instruction from a game developer's perspective and determine if your instruction allows learners the freedom to fail. This is not the same as allowing multiple guesses on a four-item multiple-choice question. Rather, it involves encouraging learners to explore the content, take chances with their decision making, and be exposed to realistic consequences for making a wrong or poor decision.


  从一个游戏设计者的角度去审视你目前在用的学习课件,看看你的培训课程是否给学员提供了“可失败的自由”。这不是简简单单的等同于让学习者去完成一个含有四个选项的选择题,给学员多几次猜题的机会。而是鼓励学习者去探索学习内容,把握决策机会,去体验决策失误带来的后果。


  The risk of failure without monumental punishment or dire consequences is engaging. Learners will explore and examine causes and effects if they know it's OK to fail. In many cases, they will learn as much from seeing the consequences of their failure as they will from a correct answer.

 


  如果失败之后不会有严厉的惩罚,学习者是乐意参与的。如果学习者知道可以容许失败,那么他们就愿意去探究导致失败的原因。在很多情况下,学习者能够从正确答案中获得学习成长,但从失败的后果中学习到的也是一样丰富。

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