this post was submitted on 18 Jan 2025
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Humanities & Cultures

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[...]coyote time makes me think of teaching and learning. It makes me think of all the times we demand precision from students – both in terms of timing and performance. It makes me think of how it would feel for students to have grace windows and large error bars in acceptable performance. It makes me think of the many students who, when they try to run and jump, instead fall into a pit of spikes because they were just a little off.

Celeste is still a very challenging game, but by adding in coyote time (and many other forgiveness mechanics like it), the developers keep it from feeling frustrating and punishing. This is what I hope our courses strive for: stretching students and challenging them without arbitrarily punishing them for not being perfect.

This is a delicate balance to achieve. In moments of tension between challenge and forgiveness, I tend to prefer forgiveness. After all, tolerance for error is one of the key tenets of Universal Design. However, I think games can teach us a lot about how to design experiences that are challenging and yet still work to minimize the consequences of errors, mistakes, and imperfections.

In this post, I’ll explore a few other forgiveness-adjacent game mechanics similar to coyote time. I won’t be suggesting specific teaching practices. Rather, I’ll discuss what I think these mechanics illuminate about the experience of playing a challenging yet forgiving game. By looking outside the world of teaching and learning for inspiration, I hope that we can think creatively about how to create the best possible experience for students. While I may mention a few teaching practices that come to mind, I will mostly be leaving the connections to you, dear reader.

Let’s dive in.

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