Framing
Shift: learners stop saying "make learning fun" and start naming a specific transfer problem.
| 0:00 | 15 min | Stance question discussion: "what is a learning game not?" |
| 0:15 | 40 min | Reading-led discussion: three failure modes of gamification (points, theme, drill). |
| 0:55 | 15 min | Break. |
| 1:10 | 60 min | Casebook walkthrough: three games, name what each actually teaches. |
| 2:10 | 30 min | Studio: each learner writes the engagement–transfer problem they intend to solve. |
| 2:40 | 20 min | Exit ticket: stance commitment + capstone framing draft. |
- Stance commitment names a specific objective type, not a domain ("discrimination in clinical reasoning," not "medical education").
- Learner can state what the game is not trying to do — a visible scope edge.
- At least one casebook game is named with a concrete mechanic-to-objective link.
- "Make X more engaging." Push for the specific cognition that has to change.
- Choosing a domain before an objective type. Objective type is the design-decisive lens; domain is decoration.
- Defaulting to quiz games because they feel safe. Note it, do not forbid — the mechanics weeks will do the work.
- When a learner's framing is too broad: ask "which of these three cognitions?" and accept whichever they pick. Narrowing matters more than correctness this week.
- When a learner wants to change topic mid-week: fine before S03. Past S03, they owe the class a revised crosswalk before the switch.