Spring21_Gibbs_Quizizz

Spring21_Gibbs_Quizizz

University

10 Qs

quiz-placeholder

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Spring21_Gibbs_Quizizz

Spring21_Gibbs_Quizizz

Assessment

Quiz

Education

University

Hard

Created by

Ariel Gibbs

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10 questions

Show all answers

1.

MULTIPLE SELECT QUESTION

45 sec • 1 pt

Media Image

Check all that apply to "gamification" in regard to education.

This is an old concept and not very popular

motivates students

students learn by video game design

introduces concepts like badges, levels, achievements, and game points to the classroom.

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Karl Kapp defines the term ___?____ as:


The use of game-based mechanics, aesthetics, and game thinking to engage people, motivate action, promote learning, and solve problems.

video games

gamification

game-based learning

emerging technologies

3.

MULTIPLE SELECT QUESTION

45 sec • 1 pt

Dr. McGonigal points out that in order to solve real-world problems we should play at least 21 billion hours/week of games.

True

False

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

When students play games such as Bridge Builder and SimCity, they are able to use simulations to

test theories and tinker with variables

create an alternate universe

solve real-world problems like hunger

5.

MULTIPLE SELECT QUESTION

45 sec • 1 pt

The article "Watchworthy Wednesday: How Video Games Amplify Learning" states that video game play leads to higher problem-solving skills. What else did the research sho? Check all that apply.

Video gaming has significant positive effects on reading, reasoning skills, and mathematics achievement

Games align well with STEM

Video games make kids violent and angry

Video games have a positive impact in areas like perception and attention, systemic thinking, ethical reasoning, and collaborative problem-solving.

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

The findings of a 2006 study by Ryan, Rigby and Pryzbylski show that video games fulfill three basic needs:

1. the need for autonomy (being able to make choices)

2. the need for competency (to overcome challenges)

3. the need for _________ (which add a perceived value to the game)

relationships

power

critical thinking

communication

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Media Image

Gamification is turning the learning process as a whole into a game, while Games-Based Learning (GBL) is using a game as part of the learning process. (Ingwersen, 2017)

True

False

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