This post builds on the gamification framework I outlined earlier, which you can read here: The Quest Log: Gaming for Learning & Fun: Why Circuit Breaker Is the Best Candidate for Gamification: An Opinion Piece
Lesson Title & Context
Circuit Breaker: Safe Troubleshooting for Media Lab Equipment
Instructional setting: Intro-level Digital Media or Technology Literacy course.
Format: 45–60 minute class session with optional homework extension.
Target Audience
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High school seniors, undergraduate freshmen, or new student workers in a media lab
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Mixed gaming backgrounds
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Reading level: 10th grade
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Common needs: increased confidence, step-by-step clarity, risk-free practice
Learning Objective (Mager Format)
Given a set of malfunctioning equipment scenarios (C),
students will identify and apply the correct electrical troubleshooting steps (B)
to restore power safely (A)
with 90% procedural accuracy on the final checklist (D).
This is a procedural, higher-order objective (apply, analyze).
Problem Definition
Many learners entering media labs lack confidence in diagnosing basic equipment issues. They often skip safety steps, over-generalize solutions, or avoid troubleshooting altogether. This lesson teaches safe and correct procedures while maintaining motivation and reducing fear of “breaking something.”
Gamified Elements Selected
Points / XP: Earned for completing steps correctly
Badges: “Safety Scout,” “Power Pro,” “Master Troubleshooter”
Progress Bar: Represents successful completion of each diagnostic step
Quests: Each malfunction scenario is framed as a mini-mission
Unlockables: Access to advanced scenarios after completing basics
Narrative framing: “The lab is offline. Restore power before the big presentation.”
These elements increase autonomy, competence, and purposeful engagement—core drivers in self-determination theory (Ede, 2021).
Instructional Flow
1. Intro (Engage)
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Instructor presents a short narrative prompt:
“The media lab has lost power in several stations. Your mission: safely restore functionality before students arrive.” -
Students pick an avatar badge for role-play (Technician, Assistant, Analyst).
2. Main Activity (Quest Structure)
Students rotate through three equipment failure stations, each treated like a quest:
Quest Example: “The Flickering Monitor”
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Step 1: Inspect power strip
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Step 2: Check cable integrity
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Step 3: Verify breaker / outlet
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Step 4: Reset or replace safely
Gamification Components
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XP for each correct step
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Visual progress bar moves forward
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Small “loot drops” = tool cards (e.g., multimeter, zip ties)
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Badge awarded after completing all 3 stations
3. Closure
Instructor leads a reflection circle:
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What step was most surprising?
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What mistake helped you learn?
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How confident do you feel now?
Materials & Resources
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Printed quest cards
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Tool cards
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Badge templates
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Equipment or mock stations
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XP tracking sheet or Google Form system
Assessment / Evidence of Learning
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Final troubleshooting checklist (90% accuracy requirement)
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Observed procedural correctness during each quest
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Ability to explain “why” each step matters
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Optional mini-quiz or debrief reflection
Motivation & Engagement Strategy
Gamification elements serve specific needs:
| Learner Need | Gamification Element | Purpose |
|---|---|---|
| Clarity | Progress bar | Reduces uncertainty |
| Confidence | XP + badges | Reinforces competence |
| Autonomy | Tool unlocks | Allows choice in approach |
| Engagement | Narrative quests | Gives purpose and stakes |
Accessibility & Inclusivity Notes
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No time pressure mechanics
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Badges available for effort as well as accuracy
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Narratives are descriptive, not sensory-overwhelming
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Text alternatives for visuals
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Pair work allowed for students with mobility needs
Reflection / Debrief Plan
Students complete a short learning log:
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What steps did you master today?
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What will you apply in a real lab setting?
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Which quest felt most rewarding and why?
The instructor then closes with a discussion connecting the gamified lesson to future responsibilities in media production environments.
Gamification vs. Game-Based Learning Reflection
This design process felt very different from creating my game prototype. Circuit Breaker the game focuses on immersive problem-solving in a simulated environment. The gamified lesson, by contrast, does not attempt to replicate gameplay—it adds structure, motivation, and progress markers to an existing instructional task. Instead of designing mechanics, I designed reinforcement systems, which was a surprisingly meaningful shift. Gamification turned a procedural lesson into something more narrative, motivational, and measurable without becoming a full game.

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