In the 2016 AMATYC keynote, I covered three main themes:

- Interaction & Impasse (last post)
- Challenge & Curiosity (this post)
- Durable Learning

Here are references and resources for Challenge & Curiosity:

First, I have to point you to one of my favorite books on the subject, A Theory of Fun for Game Design, by Raph Koster.

Quote from Game Design: “*How do I get somebody to learn something that is long and difficult and takes a lot of commitment, but get them to learn it well?*” – James Gee

**How do players learn a game? **

- They give it a try
- They push at boundaries
- They try over and over
- They seek patterns

It looks something like this:

**How do we teach students?**

- We tell them what we’re going to tell them.
- We tell them.
- We tell them what we told them.
- We have them practice repetitively.

It looks something like this:

Reference: Productive Failure in Mathematical Problem Solving

There’s a much wider body of research on productive failure worth reading.

Video: Playing to Learn Math

Resource: Good Questions from Cornell

Resource: Classroom Voting Questions from Carroll College

Design more activities that let the student figure out the mathematical puzzle, instead of providing all the secrets yourself.

**Possibly Related Posts:**

- Why high contextual interference?
- Why prototype a digital course?
- Full version of Algeboats is out!
- NPS and Gamification
- Board Games that Change Attitudes