Understanding the Super Mario Effect

Understanding the Super Mario Effect

Assessment

Interactive Video

Computers, Science, Education

6th - 12th Grade

Easy

Created by

Jackson Turner

Used 5+ times

FREE Resource

The video discusses an experiment involving a coding puzzle to demonstrate how framing failure impacts learning. Participants faced two versions of the puzzle, one with a penalty for failure and one without. Results showed that those not penalized had higher success rates and more attempts. The speaker introduces the 'Super Mario Effect,' emphasizing focusing on goals rather than failures. Real-life examples, including toddlers and video games, illustrate this concept. The speaker shares personal experiences and concludes with a thought experiment, advocating for gamification in learning to enhance success and knowledge acquisition.

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10 questions

Show all answers

1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What was the main difference between the two versions of the programming puzzle?

The complexity of the maze

The penalty for unsuccessful attempts

The type of car used in the puzzle

The number of code blocks available

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What was the success rate for participants who were not penalized for failed attempts?

60%

75%

68%

52%

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

According to the speaker, what is the 'Super Mario Effect'?

Playing video games to learn

Avoiding challenges altogether

Concentrating on the goal and not the failures

Focusing on the obstacles rather than the goal

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How did the speaker apply the 'Super Mario Effect' in his engineering projects?

By giving up after failures

By focusing on the end goal despite setbacks

By avoiding difficult tasks

By working alone without any help

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What was the speaker's goal in creating the dartboard project?

To invent a new type of dart

To create a dartboard that guarantees a bullseye

To make a dartboard that moves randomly

To design a dartboard for beginners

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What does the speaker suggest about reframing challenges as games?

It is only applicable to children

It discourages persistence

It removes the fear of failure

It makes learning more difficult

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

In the thought experiment, what change made the 'test' more appealing?

Increasing the difficulty

Reducing the time limit

Turning it into a 'game'

Adding more questions

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