Uploaded June 2022 | Updated September 2026, 1 hour ago
Should you try to 10X your learning? Probably not. There are lots of cases when prioritizing learning speed early on in the learning process backfires, ultimately resulting in poorer learning in the long run. Here are three.
Join my online learning community: benjaminkeep.com/community
00:00 Introduction
00:21 Three stories
01:32 The catch
01:56 The beginnings of an explanation
I initially came across the "mirror learning" example on page 310 of this book:
Magill, R., & Anderson, D. (2010). Motor learning and control. New York: McGraw-Hill Publishing. https://www.academia.edu/download/62953224/Motor_Learning_and_Control__Concepts_and_-_Anderson__David20200414-28877-18hp4j2.pdf
This reference has a fuller description of the idea (though is testing a slightly different hypothesis):
Tremblay, L., & Proteau, L. (1998). Specificity of practice: The case of powerlifting. Research quarterly for exercise and sport, 69(3), 284-289. researchgate.net/profile/Luc-Tremblay-2/publication/13507905_Specificity_of_Practice_The_Case_of_Powerlifting/links/5805b11608aef179365e73b4/Specificity-of-Practice-The-Case-of-Powerlifting.pdf
Note that learning with a mirror doesn't always impair performance without a mirror (or improve skill acquisition during practice). (See for instance: Lynch, J. A., Chalmers, G. R., Knutzen, K. M., & Martin, L. T. (2009). Effect on performance of learning a Pilates skill with or without a mirror. Journal of Bodywork and Movement Therapies, 13(3), 283-290. sciencedirect.com/science/article/abs/pii/S1360859208001666)
The math feedback example comes from this study:
Fyfe, E. R., & Rittle-Johnson, B. (2017). Mathematics practice without feedback: A desirable difficulty in a classroom setting. Instructional Science, 45(2), 177-194. link.springer.com/article/10.1007/s11251-016-9401-1
The Spanish word study is at:
Bahrick, H. P. (1979). Maintenance of knowledge: Questions about memory we forgot to ask. Journal of Experimental Psychology: General, 108(3), 296. psycnet.apa.org/record/1981-00448-001
But I'm basing my discussion on the description of the study as made by Robert Bjork, here:
Bjork, R. A. (1994). Memory and metamemory considerations in the. Metacognition: Knowing about knowing, 185(7.2). It's really such a great article; one that I've revisited many times. Get in touch if you want a pdf copy.
Should you try to 10X your learning? Probably not. There are lots of cases when prioritizing learning speed early on in the learning process backfires, ultimately resulting in poorer learning in the long run. Here are three.
Join my online learning community: benjaminkeep.com/community
00:00 Introduction
00:21 Three stories
01:32 The catch
01:56 The beginnings of an explanation
I initially came across the "mirror learning" example on page 310 of this book:
Magill, R., & Anderson, D. (2010). Motor learning and control. New York: McGraw-Hill Publishing. https://www.academia.edu/download/62953224/Motor_Learning_and_Control__Concepts_and_-_Anderson__David20200414-28877-18hp4j2.pdf
This reference has a fuller description of the idea (though is testing a slightly different hypothesis):
Tremblay, L., & Proteau, L. (1998). Specificity of practice: The case of powerlifting. Research quarterly for exercise and sport, 69(3), 284-289. researchgate.net/profile/Luc-Tremblay-2/publication/13507905_Specificity_of_Practice_The_Case_of_Powerlifting/links/5805b11608aef179365e73b4/Specificity-of-Practice-The-Case-of-Powerlifting.pdf
Note that learning with a mirror doesn't always impair performance without a mirror (or improve skill acquisition during practice). (See for instance: Lynch, J. A., Chalmers, G. R., Knutzen, K. M., & Martin, L. T. (2009). Effect on performance of learning a Pilates skill with or without a mirror. Journal of Bodywork and Movement Therapies, 13(3), 283-290. sciencedirect.com/science/article/abs/pii/S1360859208001666)
The math feedback example comes from this study:
Fyfe, E. R., & Rittle-Johnson, B. (2017). Mathematics practice without feedback: A desirable difficulty in a classroom setting. Instructional Science, 45(2), 177-194. link.springer.com/article/10.1007/s11251-016-9401-1
The Spanish word study is at:
Bahrick, H. P. (1979). Maintenance of knowledge: Questions about memory we forgot to ask. Journal of Experimental Psychology: General, 108(3), 296. psycnet.apa.org/record/1981-00448-001
But I'm basing my discussion on the description of the study as made by Robert Bjork, here:
Bjork, R. A. (1994). Memory and metamemory considerations in the. Metacognition: Knowing about knowing, 185(7.2). It's really such a great article; one that I've revisited many times. Get in touch if you want a pdf copy.


![How Games Help Us Learn | Game-Based Learning
Games can help us learn. But how? And when are they most effective?
Join my online learning community: https://www.benjaminkeep.com/community
00:00 Introduction
00:27 Three Ways That Games Can Motivate
03:48 Four Ways to Teach Concepts and Skills
09:22 Whats the Difference Between Gamification and Game-based Learning?
10:10 The Idea Behind Preparation for Future Learning
14:17 The Key Principle to Making Games Effective for Learning
Game examples used in the video:
Kahoot, Math Jumps, Wuzzit Trouble, Mario, Airplane Spotter cards, Coding Pirates (海霸), Dragonbox Numbers, Space Invaders, Stats Invaders, Call of Duty, and Civilization.
What about games that dont help you learn? https://youtu.be/WYl-nZyoEXs
References:
Tobias, S., Fletcher, J. D., & Wind, A. P. (2014). Game-based learning. Handbook of research on educational communications and technology, 485-503.
(currently at http://acikders.atauni.edu.tr/pluginfile.php/75303/mod_resource/content/1/GameBasedLearning_V2_1.pdf) [General background on the idea.]
Arena, D. A., & Schwartz, D. L. (2014). Experience and explanation: Using videogames to prepare students for formal instruction in statistics. Journal of Science Education and Technology, 23(4), 538-548. (currently at https://aaalab.stanford.edu/assets/papers/2013/Experience-and-Explanation-OnLine-First.pdf) [This is the one on Stats Invaders.]
Arena, D. A. (2012). Commercial video games as preparation for future learning. Stanford University. (currently at https://www.academia.edu/download/42560722/CommercialVideoGamesAsPreparationForFutureLearning_DylanArena.pdf) [This is the disseration I mentioned using Call of Duty and Civilization.]
Arena, D. (2015). Video games as tillers of soil. Theory Into Practice, 54(2), 94-100. (https://sci-hub.st/https://www.tandfonline.com/doi/abs/10.1080/00405841.2015.1010843) [On the preparation for future learning idea]
Jimenez, O., Arena, D., & Acholonu, U. (2011, June). Tug-of-War: A card game for pulling students to fractions fluency. In Proceedings of the 7th international conference on Games+ Learning+ Society Conference (pp. 119-127). (currently available at https://www.academia.edu/download/6979659/Jimenez,%20Arena,%20Acholonu%20-%20Tug%20Of%20War%20-%20GLS%20Proceedings%20(2011).pdf) [Note how, in this project, when they tested their initial design, students’ game experiences weren’t translating to out-of-game contexts.]
Long, Y., & Aleven, V. (2014, June). Gamification of joint student/system control over problem selection in a linear equation tutor. In International Conference on Intelligent Tutoring Systems (pp. 378-387). Springer, Cham (pdf currently https://www.researchgate.net/profile/Yanjin-Long/publication/268577301_Gamification_of_Joint_StudentSystem_Control_Over_Problem_Selection_in_a_Linear_Equation_Tutor/links/5470fb2b0cf24af340c3b8fd/Gamification-of-Joint-Student-System-Control-Over-Problem-Selection-in-a-Linear-Equation-Tutor.pdf) [An example of where Dragonbox wasn’t effective.]
On how to use Dragonbox effectively in the classroom, check out: https://tapintoteenminds.com/how-to-effectively-use-dragonbox-in-your-solving-equations-lesson/. Note how much time he spends drawing connections between the game and the target skill. How Games Help Us Learn | Game-Based Learning](https://i.ytimg.com/vi/xehxMea2PY8/mqdefault.jpg)

