
XueNing Liu
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University
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7 questions
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1.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
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
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
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
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
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
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
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
Do research and analysis
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