Will Wright, designer of The Sims and SimCity, coined the phrase “failure-based learning” in reference to the way games allow players the latitude to fail and fail again until they get it right. In this view, failure is an essential part of the learning process, which is a departure from the traditional view of failure as proof that no learning has occurred.
Two key characteristics of games make them well suited to supporting failure-based learning:
• Players appreciate the unwritten rule that games are designed in such a way that success is always possible, even if it’s very difficult.
• There are no permanent consequences of failing—only temporary setbacks. So games give players every reason to try and try again.
Failure-based learning offers people the opportunity to understand their failures better, inviting a cycle of critical thinking and problem solving. To increase their chances of success the next time around, learners need to try first, then analyze why what they tried didn’t work, then develop hypotheses about how they can minimize those factors, then try something new, and so on. Failure is an indispensable part of this process because it brings learners closer to the right answers by exposing problems in their reasoning and creating the opportunity to correct those problems.
Failure-based learning also teaches players the important life lesson that you don’t need to feel paralyzed by failure.
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When people don’t develop a tolerance for failure, they limit their potential for success.
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