GAMIFICATION

GAMIFICATION

University

8 Qs

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GAMIFICATION

GAMIFICATION

Assessment

Quiz

English

University

Practice Problem

Hard

Created by

Idilia Castillo

Used 3+ times

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8 questions

Show all answers

1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is gamification?

is a game that improve some skill, or reward specific actions, among many other objectives.

is about transforming the classroom environment and regular activities into a game.

is an educational approach to motivate students to learn.

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Is an educational approach to motivate students to learn by using video game design and game elements in learning environments.

The challenge

The classroom environment

The gamification of learning

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

1.Increase learner engagement

2.Provide instant feedback

3. Boost Motivation with features Such as badges

What are these?

Benefits of gamification

Advantages of gamification

Disadvantages of gamification

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What are the Features of Gamification?

Challenges, collaboration, learning, interactions, rewards.

Learning, interactions, rewards, Education, challenges.

Interaction, competitions, challenges, learning, rewards.

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Choose the correct answer.

These are some popular games.

Educaplay, Quizizz, Kahoot!

Quizizz, Educplay, Kahoot!

Kahoot!, Quisizz, Educaplay.

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

1) High cost of development.

2) Some online games are paid.

3) Some games contain many brand ads.

What are these?

Disadventages of gamification.

Disadvantages of gamification of learning.

Disadvantages of gamification.

7.

MULTIPLE CHOICE QUESTION

45 sec • 1 pt

What are the benefits of gamification in the the classroom?

Students feel like they have ownership over their learning.

Higher engagement and concentration levels among students.

More fun in the classroom.

Increase learner engagement.

Provide instant feedback.

Students cannot explore different identities through different avatars or characters.

Learning becomes visible through progress indicators.

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