Fail. Fail. Fail. Learn.

Can the lessons learned from video games point the way to a new fail, fail, fail and learn model for K-12 education?

Whether you are a Republican or Democrat, parent or teacher, employer or employee, trainer or trainee, one thing is clear: traditional models of learning are being attacked from all corners as broken, virtually unchanged since the 1890s, and desperately in need of fundamental reform.

You’ve seen or heard the statistics about India’s top 10% of K-12 students being more in number than all the students in the U.S., and that the Asia Pacific region graduates more PhDs in one year than the U.S. does in 10. 

Questions abound about how to fix it:

  • With the world’s information increasingly at our fingertips with an internet we’re connected to with computers, smartphones and tablets — at home and mobile — how much information do we need to pack in to our brains like traditional K-12 models emphasize?
  • Now that cognitive scientists, psychologists and education-oriented startups are gaining new insights in to ways in which students can learn and do so quickly, what are the right models?
  • With gaming and game theory being viewed by many experts as the best way to move in to a model of fail, fail, fail and learn…what works? Will all our kids be taught with Halo3 or other off-the-shelf games?

What’s the fix? This is a complex question and I’ve watched several talks, by experts in the field, and a new Minnesota startup (CogCubed) has compiled several videos on one page here that you should watch if interested. What’s pretty clear after watching them all (which I’ve done over the last few years) is that there are some great ideas out there but few ‘platforms’ upon which people can build fail, fail, fail, learn applications.

Let’s face it: without platforms (e.g., computers, the internet, desktop & now ebook publishing) and higher level tools and approaches, new innovations and industries struggle to emerge, even with great ideas and directions!

What was a big surprise this morning was discovering just such a platform company for new ways of enabling students to engage in learning that encourages play, manipulation, failing and ultimately learning. Sifteo is a “…venture-backed startup based in San Francisco, California. We make Sifteo cubes, an interactive game system designed for hands-on fun and Intelligent Play. We also make a growing number of unique and exclusive games for Sifteo cubes.

Rather than me telling you more, go view those compiled videos above and then watch this very short introduction by David Merrill about Sifteo. If you don’t come away with interest, intrigue and the ability to visualize new emergent models of learning, I’ll be even more surprised:

To learn more, here is David Merrill’s talk at a recent TED conference or just go to their website.

Feedback. Friends. Fun. The Power of Gamification

Serendipity this morning brought me to an article, How to Give a Great Keynote by Gabe Zichermann.  Even though I intended to see how he presents to an audience himself, as I began watching the video at the bottom of the article I was stunned and delighted to have my horizons raised about great ways to think about the possible gamification of the world.

Gabe was presenting at The Next Web 2012 conference held in April in Amsterdam. But what he talked about in this presentation was gaming, game theory and ways in which his audience could think about the accelerating shift in task/achievement/reward and how profound gaming is in making that happen.

I’ve written in the past about gaming here and follow people like this guy, a Northwestern University professor named Dr. Tae, who has publicly wondered Can Skateboarding Save Our Schools?, and I’m sold. Now I am wondering how long it will take before people understand how to create work, tasks, and achievement all wrapped up in to what Zichermann says is essentially the magic three: Feedback. Friends. Fun.

Watch the video and you’ll see what I mean:

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