TYJM: A Better Group Project

August 2011 to Dec 2014: Marketing Plan Project as a Multi-player Game

When we have shared intentionality, we actively identify as part of a group, we deliberately and explicitly agreed on a goal, and we can understand what others expect us to do. Jane McGonigal

We come to the final part in this series.  In Part Four I explained changes made to the individual experience by providing students with compelling, unnecessary obstacles in the form of ‘quests’.  These quests also gave students a clearer understanding of the Marketing Plan Project and their role in it’s successful  completion.  The focus of Part Five is the collaborative process through which groups transformed themselves into teams.

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TYJM: Motivating Team Members

‘Quest’ as a Catalyst
One of the many great examples in Reality is Broken was Quest to Learn. Quest to Learn(Q2L) is a grade 6-12 school in New York City that is built on game-based learning. “At Quest, we define games as carefully designed, student-driven systems that are narrative-based, structured, interactive and immersive. Seeing game-based learning in action provided me with a tangible and relevant use case at the proverbial intersection of game design and learning.

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