Search Header Logo
Live gamified activities

Live gamified activities

Assessment

Presentation

•

English

•

University

•

Practice Problem

•

Hard

Created by

rosmery hernandez

FREE Resource

38 Slides • 12 Questions

1

media

2

Open Ended

Have you ever used a game to study any content?

3

media

4

media

5

media

6

media

7

Multiple Choice

This is generation of people who were born in the digital era?

1

silent generation

2

digital immigrants

3

digital natives

4

milennials

8

media

9

media

10

media

11

Fill in the Blank

The first true mobile-first generation is ___.

12

media

13

Multiple Choice

Which of the following is NOT a characteristic of digital natives?

1

Born during or after the digital age

2

Multitask and rapidly task-switch

3

Prefer to talk in person

4

Extremely social

14

media

15

media

16

media

17

media

18

Fill in the Blank

The main objective of gamification is to increase participation and motivate users using game elements such as points, ___, and immediate feedback.

19

media

20

Multiple Choice

Which of the following game elements can be used in a classroom setting?

1

Points

2

Avatars

3

Leaderboards

4

All of the above

21

media

22

Open Ended

How would you use the following game elements: Badges, Levels, Leaderboards, Progress Bar, Virtual Currency, Awards, Trading and Gifting, Challenges between Users?

23

media

24

Fill in the Blank

A ___ is a coin or token used to reward players and create a game economy.

25

media

26

media

27

media

28

media

29

media

30

media

31

Multiple Choice

How does Quizziz support differentiated learning for students?

1

By setting deadlines, sharing via multiple platforms, and enabling retakes and flashcards

2

By only allowing one attempt per quiz

3

By restricting access to quizzes

4

By requiring in-person attendance

32

media

33

media

34

Multiple Choice

What is the main purpose of Blooket as described in the images?

1

To provide fun, free, educational games for everyone

2

To replace classroom teachers

3

To sell educational materials

4

To limit student participation

35

media

36

media

37

Fill in the Blank

Blooket provides instant ___ at the end of each game to help guide students toward success.

38

media

39

media

40

media

41

media

42

media

43

media

44

media

45

media

46

media

47

media

48

media

49

media

50

Multiple Choice

Which of the following is a competence to develop according to the session?

1

Use technological resources to develop the teaching and learning process in a dynamic way

2

Focus only on traditional teaching methods

3

Avoid collaborative settings

4

Ignore the requirements of the digital era

media

Show answer

Auto Play

Slide 1 / 50

SLIDE