In 30 seconds
Brilliant co-founder Sue Khim compares learning to a difficult jump in Mario: the challenge feels hard, but another attempt still feels worthwhile. She hopes children develop confidence that they can meet increasingly difficult work with sustained effort. This is her perspective on learning design.
- 1A difficult but approachable jumpKhim says Mario encourages players to retry because the next jump feels possible with enough attempts.
- 2Carry that confidence into learningShe hopes students learn that harder work demands more effort while remaining within their capacity to attempt.
- 3A lasting beliefFor Khim, confidence in meeting harder challenges is a valuable outcome of childhood learning.
Takeaways
- A challenge can feel difficult while still seeming achievable with practice.
- Khim wants learning to help children expect increasing difficulty without assuming they lack ability.
- The goal she describes is confidence in working through harder problems.
Read the edited text by chapter
A lesson from Mario
Khim connects a game’s challenge and repeated attempts to childhood learning.
Sue Khim compares a child’s experience in Mario with learning. A difficult jump invites repeated attempts because it still feels achievable. She hopes more learning gives students the confidence that tasks will become harder and demand more effort, but that they can keep working through them.
More from this channel
46:40EN
17:50EN
15:03EN
33:09EN
13:05EN
1:06EN