Activity Quiz 1.3
Quiz
•
English
•
10th Grade
•
Practice Problem
•
Hard
Trisha Brockman
Used 4+ times
FREE Resource
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5 questions
Show all answers
1.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Read the sentence from Reality Is Broken by Jane McGonigal.
The truth is this: in today’s society, computer and video games are fulfilling genuine human needs that the real world is currently unable to satisfy.
What claim does this counterargument best address?
The amounts of time and money spent on gaming are skyrocketing.
The gaming boom represents a significant opportunity for profit.
The amount of time that gamers spend gaming is wasted.
The gaming platforms cause people to become overly engaged.
2.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Read this excerpt from Reality Is Broken.
It’s a bit counterintuitive to think about the future in terms of the past. But as a research director at the Institute for the Future—a nonprofit think tank in Palo Alto, California, and the world’s oldest future-forecasting organization—I’ve learned an important trick: to develop foresight, you need to practice hindsight.
How does the underlined concession help McGonigal argue that the history of gameplay can help people predict its future?
It shows that the author agrees with the opposing viewpoint on the value of gaming.
It demonstrates that the author has doubts about using the past to predict the future.
It allows the author to rebut the claim that historical events are never repeated.
It gives the author an opportunity to establish herself as an authority on the topic.
3.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Read these sentences from Reality Is Broken.
We often think of immersive gameplay as "escapist," a kind of passive retreat from reality. But through the lens of Herodotus’ history, we can see how games could be a purposeful escape, a thoughtful and active escape, and most importantly an extremely helpful escape.
Which choice best describes how repeating the word escape helps develop McGonigal’s argument that playing games offers benefits?
It clarifies that there are many different ways of escaping and lists some examples.
It helps remove the stigma or negative associations attached to games as a means of escape.
It supports the claim that escapism is an important factor in gaming’s appeal.
It emphasizes that gaming is a diverse form of escapist entertainment.
4.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Definition: a statement where the author allows that some of what the opposing argument is claiming is true
Concession
Claim
Counterargument
Rebuttal
5.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Definition: provides evidence and reasoning that disproves or highlights the shortcomings of the counterclaim
Concession
Claim
Counterclaim
Rebuttal
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