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XueNing Liu

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XueNing Liu
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7 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

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1. Is gamification an instructional strategy or an instructional purpose in itself?

It is a pedagogical purpose

Gamification is only a strategy we can use to improve teaching and learning, not an end in itself, and it must be logically integrated into the instructional program.

It is only a pedagogical tool

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

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2. Is game-based teaching just a simple game? What is it?

I think it is

Not really, it is an interactive approach

No, gamification is the process of using game elements in a non-game environment. Gamification is a set of activities and processes that use the properties of play elements to solve problems.

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

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3. Which of the following is NOT a role of gamification in education?

Can change the rules, but can also affect students' emotional experience, identity and social orientation

Can only be used as a form of interaction

Can foster specific goal setting, clear communication, and conscious development of students' identities as learners

Can motivate students to engage more deeply and even change their self-concept as learners, thus driving learning behavior

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

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4. What elements can be included in gamified instruction?

Accumulation of points, badges and levels, awards and trophy challenges

Accumulation of points

Level progression

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

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5. Is it necessary for us to fully understand the impact of gamification?

Not necessary

Yes, it is necessary

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

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6. What are the three main areas in which gamification can be used as an intervention?

Interaction, learning, cognition

Emotions, interests, hobbies

Cognitive, emotional, social

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

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7. What preparations can be made to facilitate the success of a gamification project?

Careful assessment

Carefully design the gamification project, focus on the areas where gamification can provide the most value, address the potential dangers of gamification, and conduct meaningful evaluations

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