Quantified Self Key Concepts

Quantified Self Key Concepts

University - Professional Development

5 Qs

quiz-placeholder

Similar activities

Marketing Mix Quiz

Marketing Mix Quiz

University

10 Qs

RECRUITMENT

RECRUITMENT

University

10 Qs

The role of technology in marketing communications

The role of technology in marketing communications

University

8 Qs

RobinHood Trivia

RobinHood Trivia

University

10 Qs

Name It To Win It

Name It To Win It

University

10 Qs

MEO - EG

MEO - EG

University

10 Qs

Kuis Pengembangan Diri dan Karier

Kuis Pengembangan Diri dan Karier

University

10 Qs

Fitness Technology and Sustainability Quiz

Fitness Technology and Sustainability Quiz

University

10 Qs

Quantified Self Key Concepts

Quantified Self Key Concepts

Assessment

Quiz

Social Studies

University - Professional Development

Easy

Sociology, Gamification

Standards-aligned

Created by

Christian Harrison

Used 5+ times

FREE Resource

5 questions

Show all answers

1.

DRAW QUESTION

5 mins • 1 pt

Draw an example of a self-tracking technology

Media Image

Tags

Gamification

Sociology

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Self-tracking for self-improvement has tenets from which ideology?

Marxism

Post-structuralism

Neoliberalism

Answer explanation

Neoliberalism focuses on productivity and improvement. The responsibility is placed on the individual to constantly be working on the self.

3.

OPEN ENDED QUESTION

2 mins • 1 pt

List some characteristics of self-tracking?

Evaluate responses using AI:

OFF

Answer explanation

Individualised

Consumable

Mobile

Social

Focus on self-improvement

Quantifiable

Legible data presentation

Constant

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What do we mean by prosumption?

The production and consumption of digital content/platforms

The positive consumption of digital content/platforms

The problematic consumption of digital content/platforms

Tags

Sociology

5.

MULTIPLE CHOICE QUESTION

20 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

Answer explanation

From Whitson 2013.

" Playful frames to non-play spaces, leveraging surveillance to evoke behaviour change " p.164

Form of "willing self - surveillance" p.170