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

Gamification

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Education
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University
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Easy

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7 questions
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1.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
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?
I think so.
Not really.
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 also affect students' emotional experiences, identity and social orientation
can motivate students to engage more deeply and even change their self-concept as learners, thereby driving learning behaviors
Can foster specific goal setting, clear communication, and conscious development of students' identities as learners
Can simply enhance classroom interest
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?
Yes, it is necessary
Not 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?
Do research and analysis
Careful evaluation;
Carefully design the gamification project, focus on the most valuable areas of gamification, address potential dangers of gamification, and conduct a meaningful evaluation.
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