280T- Gamification Exit Ticket

280T- Gamification Exit Ticket

Assessment

Quiz

Created by

Jennifer Cannell

University

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8 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is gamification?

the act of playing games

the use of game design elements and game mechanics in non-game contexts

the methods in designing a game

the specific way in which players interact with a game

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Media Image
What is one benefit of adding gaming to your class?
Higher student engagement
More distraction
Less planning
Students don't learn about failing

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Students are more likely to learn that failure is part of the process of learning.
True
False

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

A game is

an entertainment activity that incorporates learning activities to make learners more involved in their learning

tag

adding game elements to non-game environments like education

includes healthy competition with certificates and badges

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Gamification is found in many aspects of our daily lives.

True

False

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Disadvantages include

mandatory play

immediate feedback

engagement

behavioral changes

7.

MULTIPLE SELECT QUESTION

30 sec • 1 pt

Examples of gamification apps within the classroom are

Class Dojo

ClassCraft

Google Classroom

Canvas

8.

MULTIPLE SELECT QUESTION

30 sec • 1 pt

Which of the following have to be considered when brainstorming the implementation process?

Review and fine-tune the process

Always choose technology

How do you want to improve the classroom experience?

What are students interested in, what creates buy-in?