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Team 1 Presentation
1. Note to the Presenter: You may choose which slides you want to use and which to skip within this prepared presentation. The Polls and Questions are offered as suggestions, you may omit them or create your own interactive activities. Remember, your goal is to engage the audience every 5 minutes. Your presentation should last about 5 minutes, including the participatory activities . 1
2. Presentation for Moderator/Presenter Team 1 ID: Andrea Hildreth Client: Walden University, Capstone Project Item: Book Review, Reality is Broken by Jane McGonigal
4. The Book “Reality is Broken: Why games make us better and how they can change the world” By Jane McGonigal 2011, Pengiun Press 4
5. Inclusion of an Outside Resource: About the book: Tinyurl: http://tinyurl.com/3clen5n 5
6. The Author Jane McGonigal, Ph.D. Director of Game Research and Development at the Institute for the future. In 2009 Business Week called her one of the most important innovators to watch. 6
7. 4 Traits of Games as defined by McGonigal “When you strip away the genre differences and the technological competition, all games share four defining traits: Goal Rules Feedback System Voluntary Participation” (p. 12) 7
8. Let’s Chat Do you agree with McGonigal’s “4 Traits of Games”? Do you think that any Trait is more relevant than the others? 8
9. Obstacles “Playing a game is the voluntary attempt to overcome unnecessary obstacles.” Bernard Suits The illustration offered by McGonigal is the game of golf where she notes that if you weren’t playing a game you would just walk over and put the ball into the hole; thus efficiently achieving the ball-into-hole objective. (as cited by McGonigal, p. 22) 9
10. “Fixes” For Reality McGonigal suggests “Fixes” for “Reality” We will discuss each of them over this series of presentations. 10
11. Fix #1 “Compared with games. Reality is too easy. Games challenge us with voluntary obstacles and help us put our personal strengths to better use.” (p. 22) 11
12. Example: Tetris Tetris is “often dubbed the greatest computer game of all time” It is a game you cannot win It is addictive (p. 23) 12
13. Why Tetris is Addictive Intense Feedback Visual: you see rows of pieces disappear Quantitative: constantly ticking score is prominently displayed Qualitative: steady increase in level of challenge 13
14. Fix #2: Emotional Activation “Compared with games, reality is depressing. Games focus our energy, with relentless optimism, on something we’re good at and enjoy.” (p. 38) 14
15. Poll: How do you feel about Tetris? Never heard of Tetris Played a few times It’s fun, but I am not addicted I would play for 24 hours straight if I could (just a bit addicted ) 15
16. Let’s Chat Do you think that it is possible to design educational experiences that are addictive? 16
17. Winning is not a game ‘Trait’ “Many gamers would rather keep playing than win - thereby ending the game In high-feedback games, the state of being intensely engaged may ultimately be more pleasurable than even the satisfaction of winning.” (p. 25) 17
18. Let's Chat Could we create assessment that incorporates “high-feedback”? What would it look like? 18
19. The End of Part I Final comments and questions? 19