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Value in Webinars presentation to be given by Team 1 at the synchronous session.

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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

Presentation for Moderator/Presenter Team 1

ID: Andrea HildrethClient: Walden University, Capstone Project

Item: Book Review, Reality is Broken by Jane McGonigal

Book Review Part I

Covering pages 1-51

The Book“Reality is Broken: Why games make us

better and how they can change the

world”

By Jane McGonigal

2011, Pengiun Press

4

Inclusion of an Outside Resource:

About the book:

Tinyurl: http://tinyurl.com/3clen5n

5

The AuthorJane 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.

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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:

1.Goal2.Rules3.Feedback System4.Voluntary Participation”

(p. 12)

7

Let’s ChatDo you agree with McGonigal’s “4 Traits of Games”?Do you think that any Trait is more relevant than the others?

8

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)

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“Fixes” For RealityMcGonigal suggests “Fixes” for “Reality”

We will discuss each of them over this series of presentations.

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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

Example: TetrisTetris is “often dubbed

the greatest computer game of all time”

It is a game you cannot win

It is addictive(p. 23)

12

Why Tetris is AddictiveIntense Feedback

Visual: you see rows of pieces disappearQuantitative: constantly ticking score is

prominently displayedQualitative: steady increase in level of

challenge

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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)

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Poll: How do you feel about Tetris?A. Never heard of TetrisB. Played a few timesC. It’s fun, but I am not addictedD. I would play for 24 hours straight if I could (just a

bit addicted )

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Let’s ChatDo you think that it is possible to design educational experiences that are addictive?

16

Winning is not a game ‘Trait’“Many gamers would rather keep playing

than win - thereby ending the gameIn high-feedback games, the state of being

intensely engaged may ultimately be more pleasurable than even the satisfaction of winning.”

(p. 25)

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Let's ChatCould we create assessment that incorporates “high-feedback”?

What would it look like?

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The End of Part IFinal comments and questions?

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