Get in the Zone

Get in the Zone

7th Grade

25 Qs

quiz-placeholder

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Get in the Zone

Get in the Zone

Assessment

Quiz

English

7th Grade

Practice Problem

Hard

CCSS
RL.7.6, RI.7.2, RI.7.1

+41

Standards-aligned

Created by

Sarah Williams

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25 questions

Show all answers

1.

MULTIPLE CHOICE QUESTION

1 min • 1 pt

Re-read the opening paragraph of "Get in the Zone: The Psychology of Video Game design". What is the point of view of this paragraph?

First Person

Second Person

Third Person

2.

MULTIPLE CHOICE QUESTION

1 min • 1 pt

Re-read the opening paragraph of "Get in the Zone: The Psychology of Video Game design". What is the author's purpose for writing in this point of view for the opening paragraph?

The author is trying to describe what it would be like to fight a dragon in real life.

The author is trying to encourage the reader to try fantasy themed video games.

The author is trying to persuade the reader that the best video games are fantasy themed.

The author is trying to engage the reader with the topic by describing what it's like to play an intense video game.

Tags

CCSS.RI.6.6

CCSS.RI.7.6

CCSS.RI.7.9

CCSS.RI.8.6

CCSS.RL.7.6

3.

MULTIPLE CHOICE QUESTION

1 min • 1 pt

What is the author's purpose for writing "Get in the Zone: The Psychology of Video Games"?

The author is trying to entertain the reader with the variety of adventures you can go on in video games.

The author is trying to inform the reader about the different elements required to make a video game successful.

The author is trying to persuade the reader to stop playing video games because they can be violent.

The author is trying to describe to the reader why video games are important to our society.

Tags

CCSS.RI.6.9

CCSS.RI.7.6

CCSS.RI.7.9

CCSS.RI.8.9

CCSS.RL.7.6

4.

MULTIPLE SELECT QUESTION

1 min • 2 pts

Read the inference below. Good video games require more than just a fin adventure and unique characters. What two pieces of evidence from the article support the inference?

In order to keep us in the zone, games have to increase their level of difficulty at precisely the same rate at which players improve their rate of skill.

That's because focus, our ability to pay attention, is like a flashlight beam-it can only shine on one or two things at a time.

Fighting the dragon should be fun, but we need a reason to keep trying too.

The best designers keep us in the zone by steering our attention, like movie directors, from one challenge to the next-we're simply along for the ride.

Imagine your brain is like a backpack. If it's filled to the top with just the skills required for the game, there's no room left for any distractions.

Tags

CCSS.RI.7.1

CCSS.RI.7.8

CCSS.RL.6.1

CCSS.RL.7.1

CCSS.RL.8.1

5.

MULTIPLE SELECT QUESTION

1 min • 1 pt

Read the inference below.Good Video Games require more than just a fun adventure and unique characters.Which two pieces of evidence from the article support the inference?

In order to keep us in the zone, games have to increase their level of difficulty at precisely the same rate at which players improve their level of skill.

That's because focus, our ability to pay attention, is like a flashlight beam-it can only shine on  one or two things at a time

Fighting the dragon should be fun, but we need a reason to keep trying too.

the best designers keep us in the zone by steering our attention, like movie directors, from one challenge to the next-we're simply along for the ride.

Imagine your brain is like a backpack. If it's filled to the top with just the skills required for the game, there's no room left for any distractions. 

Tags

CCSS.RI.7.1

CCSS.RI.7.8

CCSS.RI.8.1

CCSS.RI.8.8

CCSS.RL.7.1

6.

MULTIPLE CHOICE QUESTION

1 min • 1 pt

What tone does the author create by comparing our brains to backpacks in paragraph 6 of “Get in the Zone: The Psychology of Video Game Design”?

Conversational

Humorous

Encouraging

Curious

Tags

CCSS.RI.6.6

CCSS.RI.7.6

CCSS.RI.7.9

CCSS.RI.8.9

CCSS.RL.7.6

7.

MULTIPLE CHOICE QUESTION

1 min • 1 pt

The author includes the detail about micro-rewards in paragraph 13 in “Get in the Zone: The Psychology of Video Game Design” to explain —

how game designers reward players for reaching the ultimate goal

how focus helps to create flow for gamers

how rewards for small tasks lead to accomplishing big goals

how the brain produces the chemical dopamine

Tags

CCSS.RI.6.2

CCSS.RI.7.2

CCSS.RI.8.2

CCSS.RL.6.2

CCSS.RL.7.2

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