Gamification is using the standard elements of game playing _________ and applying it to other areas or activities like learning and training
Learning with Social Networking and Gamification

Quiz
•
Crystal Ellison
•
Computers
•
6th Grade
•
5 plays
•
Medium
10 questions
Show all answers
1.
MULTIPLE CHOICE QUESTION
30 sec • 10 pts
badges
levels
leaderboards
all of the above
Answer explanation
Gamification improves the way learning takes place by immersing the experience of the user into an activity that is seen as fun or enjoyable (Roesch, 2019).
2.
MULTIPLE CHOICE QUESTION
30 sec • 10 pts
Social networking services are designed to ________ users working, thinking and acting together
support
divide
prohibit
dissolve
Answer explanation
Young people may need to ask others for help and advice in using services, or understand how platforms work by observing others, particularly in complex gaming or virtual environments (ReachOut, 2023).
3.
FILL IN THE BLANK QUESTION
1 min • 10 pts
Teachers can model how to ______ for technology equipment to demonstrate ethical implication.
Answer explanation
With malware and viruses running rampant, students must learn to watch what they download, click and share (Northwest Missouri State University, 2018).
4.
MULTIPLE CHOICE QUESTION
30 sec • 10 pts
Which of the following would be a great way to model digital citizenship?
Teacher can type in credit card information on unsecure website.
Teacher can show students examples of good password combinations.
Teachers can have students write down their username and passwords on a post-it to tape to their tablets.
Teacher can ask students to go to unsecure website to retrieve information.
Answer explanation
Using strong password combinations of letters, numbers, symbols, and capitalization demonstrate good digital citizenship.
5.
FILL IN THE BLANK QUESTION
1 min • 10 pts
Most school districts have implemented an Acceptable Use ________ to provide students with a guide on how to use the internet and online devices appropriately.
Answer explanation
AUP should outline responsible, safe, and appropriate computer use, identifying dangerous behavior like cyberbullying (Emma, 2019).
6.
MULTIPLE SELECT QUESTION
45 sec • 10 pts
Social Networking can be used on which of the following social media platforms?
TikTok
SnapChat
Answer explanation
Social media platforms that students use are a great way to engage the students and implement social networking.
7.
MULTIPLE CHOICE QUESTION
30 sec • 10 pts
Posting a picture of students on social media without parent consent is considered to be following the Acceptable Use Policy for staff.
True
False
Answer explanation
Students should never be posted on the internet without parental consent.
8.
FILL IN THE BLANK QUESTION
1 min • 10 pts
Social media platforms are a great way to _____ parents of upcoming assignments and events.
Answer explanation
Classroom social media accounts are a great way to keep parents informed of upcoming events, assignments, projects, etc.
9.
MULTIPLE CHOICE QUESTION
30 sec • 10 pts
Students feel more relaxed and are more likely to engage during instruction when using gamification.
True
False
Answer explanation
Gamification in the classroom provides students with the idea that the environment is more laid-back and that a perfect score may take time.
10.
MULTIPLE CHOICE QUESTION
30 sec • 10 pts
Which of the following would be considered to be using technology for educational purposes in the classroom?
Creating a TikTok about the unsatisfactory PLC.
Using the Promethean Panel to play Hangman during recess.
Developing a survey for students on Microsoft Forms about digital citizenship.
Answering questions using pencil and paper during an assessment.
Answer explanation
Surveys are a great way to provide feedback from students about topics such as digital citizenship.
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