Throughout this course, I developed several instructional game ideas, but Circuit Breaker—a learning game about troubleshooting electrical and equipment issues in a media lab—stands out as the strongest candidate for gamification. Unlike a full games-based learning experience, gamification adapts game elements to motivate learners within an existing lesson structure (Isaacs, 2015). When I compared my earlier ideas using the Gamification Design Toolkit, Circuit Breaker aligned most directly with the kind of engagement, structure, and scaffolding that gamification supports.
Nature of the Problem
The core problem addressed in Circuit Breaker is procedural: learners must follow the correct sequence of actions when diagnosing power issues in a lab environment. Many students struggle with troubleshooting not because the steps are difficult, but because the process feels tedious or intimidating. Gamification can reinforce procedural consistency using XP, progress bars, and quests, making routine steps feel meaningful rather than mechanical.
Learner Needs
This topic fits the needs of students new to media production environments, such as freshmen in Digital Media or Mass Communications programs. In the Digital Media & Innovation Lab where I work, new student workers often hesitate to troubleshoot equipment because they are afraid they will “break something.” Gamification allows me to reduce this anxiety by externalizing progress through feedback, badges, and leveling—all of which support competence and confidence (Ede, 2021).
Context Fit
This content benefits from individual progression more than competition, meaning XP, quests, and unlockables work better than leaderboards. The lesson also naturally breaks into mini-tasks, such as identifying hazards, selecting proper tools, and shutting off power safely. These map directly onto gamified structures like:
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Micro-quests
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Tiered challenges
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“Safe Technician” badges
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Energy bars / hazard meters
Accessibility and Inclusivity
Because the topic is procedural and safety-based, I can avoid problematic gamification elements such as time pressure or competitive ranking—which could disadvantage neurodivergent learners or students with anxiety. Instead, badges, tool unlocks, and narrative feedback maintain accessibility across learner profiles.
Transferability
The original game design transfers extremely well to gamification because the decisions, tools, and sequences from the game can be reframed as quests and checkpoints in a lesson. The learning goal stays intact, but the method becomes scaffolded and motivational rather than simulation-based.
Overall, Circuit Breaker best meets the requirements for a meaningful gamification redesign. Its procedural nature, clear learner needs, and strong fit for game elements make it the ideal foundation for a gamified lesson plan.
To see how these gamified lesson elements translated into actual gameplay logic and instructional mechanics inside Construct 3, you can read my follow-up post here: The Quest Log: Gaming for Learning & Fun: Gamifying “Circuit Breaker”: A Lesson Plan That Turns Safety Into a Challenge

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