
Gamification
Authored by Alex Saunders
Education
Professional Development
Used 2+ times

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7 questions
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1.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Which of the following is the best definition of gamification?
Giving prizes to learners.
Learning activities that are designed to be intrinsically game-like.
The incorporation of game-like elements into a learning environment.
Quizzes like this one.
Answer explanation
The correct answer is: The incorporation of game-like elements into a learning environment.
Quizzes are an example of gamification activities.
While some gamification elements may include prizes, this is not compulsory.
Learning activities designed around game-like elements are game-based learning, rather than gamification.
2.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
True or False: Gamification has a positive impact on all learners.
True
False
Answer explanation
While there are many benefits to gamification, research shows that its positive impact may depend on users' preferences.
3.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
True or False: Gamification and Game-Based Learning are different terms to describe the same thing.
True
False
Answer explanation
False.
Although both include strategies to increase learner engagement, gamifcation is the integration of game elements to more traditional learning, whereas game-based learning are intrinsically game-like learning activities.
4.
MULTIPLE SELECT QUESTION
45 sec • 1 pt
Which of the following are examples of gamification?
Leaderboards
Quizzes
Badges
Point systems and Levels
Answer explanation
All of these are examples of gamification.
5.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Which of the following is not a potential benefit of gamification?
Increased engagement
Higher levels of motivation
Better knowledge retention
Better learning experience for all learners
Answer explanation
Research shows that the success of gamification may depend on personality types and users' preferences.
6.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
True or False: Game-based learning can be enhanced by other technological trends, such as virtual reality.
True
False
Answer explanation
It is true. As game-based learning involves learning activities designed around games, such as role play, this can be enhanced by emersive learning tools such as VR and AR.
7.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
True or False: Gamification is more suitable to early education than to corporate training and development.
True
False
Answer explanation
Gamification can be used to enhance professional training, and can increase engagement in corporate learning.
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