Spring21_Gibbs_Quizizz
Quiz
•
Education
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University
•
Hard
Ariel Gibbs
FREE Resource
Enhance your content in a minute
10 questions
Show all answers
1.
MULTIPLE SELECT QUESTION
45 sec • 1 pt
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
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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