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Gamified activities

Gamified activities

Assessment

Presentation

Instructional Technology, World Languages, English

7th Grade

Medium

Created by

Flor Chavez

Used 7+ times

FREE Resource

1 Slide • 20 Questions

1

media

2

Multiple Choice

Question image

Is a free website providing learning tools for students, including flashcards, study and game modes.

1

Levels

2

Quizlet

3

Awards

4

Edmodo

3

Multiple Choice

Can be used in any classroom to introduce or review concepts.

1

Kahoot

2

GIMKIT

3

Quizizz

4

Flipgrid

4

Fill in the Blanks

Type answer...

5

Fill in the Blanks

media image

Type answer...

6

Multiple Select

Select the tools that are used in gamification learning

1

Facebook

2

Kahoot

3

Canvas

4

Quizlet

7

Multiple Choice

Question image

Class Competitions are contests in which two or more people participate where usually only one or a few will lose.

1

True

2

False

8

Multiple Select

Select two ways to apply gamification in the classroom

1

Awards

2

General data

3

Giving learning badges

4

Logical learners

9

Fill in the Blanks

media image

Type answer...

10

Open Ended

Write three game elements of your choice, studied in class.

11

Multiple Choice

A concept that is adaptable to digital natives and digital immigrants that are learning a L2.

1

Quizizz

2

Gamification

3

None

4

Digital citizens

12

Multiple Choice

Question image

Increased student engagement belongs to one of the benefits of gamification.

1

False

2

True

13

Open Ended

In your own words, what is gamification?

14

Multiple Select

Question image

What elements can I use in a game?

1

levels

2

Game

3

badges

4

progress

15

Multiple Choice

Tend to be logical learners.

1

None

2

Digital citizens

3

Generation Z

4

Digital immigrants

16

Multiple Choice

Question image

What is the main objective of gamification ?

1

Learning

2

Increase the participation and motivate

3

Be funny

4

Only entertainment

17

Multiple Select

They process information quickly, enjoy multi-tasking and gaming.

1

Digital natives

2

Generation X

3

Gamers

4

Generation Z

18

Open Ended

Question image

Why gamification is a pedagogical strategy?

19

Multiple Select

Digital natives

1

Multimedia oriented

2

Born before 80s

3

Extremely social

4

Logical learners

20

Multiple Choice

Question image

Coins or tokens used to reward players and create game economy.

1

Gamification

2

progress bar

3

Virtual currency

4

Leaderboards

21

Multiple Choice

It is the use of game elements and game design techniques in non-game contexts.

1

Edtech

2

Platforms

3

Gamification

4

Badges

media

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