The type is the same, but the implementation is wildly different these days.
Save points in particular are far more numerous and well-placed in today's games. Notably, challenges are now intentionally separated by save points, so that a single skill-type is in focus during each unit.
That way someone who has trouble with, say, a vehicle section won't fail and be faced with five to ten minutes of run-and-gun before they can even attempt (and thus practice) the vehicle portion again.
Essentially, that's precisely what the OP's approach to education is: adding more save points and breaking up the challenges better by type: solo vs group, oral presentation vs written proposal, etc.
Further, failure penalties are only really used in games where the player has an open-ended amount of time to defeat the challenge, precisely to encourage learning and/or mastering of a technique or skill. In a setting where the player has a time limit (such as in education) it would be unnecessary and inappropriate to additionally penalize failure as "repetition + luck" wouldn't be a valid strategy in the first place.