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J_Kimble Gamification and Social Media Quiz

Authored by JASMINE KIMBLE

Education

Professional Development

J_Kimble Gamification and Social Media Quiz
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10 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Students should use classroom games and social media

whenever they want because they have rights

only at home

with the permission and guidance of a responsible adult

with their friends because they know best

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Being able to interact with friends is a(n) _ of social networking and gamification in the classroom.

social benefit

academic benefit

social drawback

academic drawback

3.

FILL IN THE BLANKS QUESTION

1 min • 1 pt

Finish the sentence.

An example of an academic benefit of social networking and classroom gamification is an increase in student

(a)  

4.

MULTIPLE CHOICE QUESTION

30 sec • Ungraded

What do you feel is the biggest ethical issue that may arise when using social media in the classroom?

Misrepresentation

online etiquette

privacy issues

exposure to inappropriate content

5.

OPEN ENDED QUESTION

3 mins • 1 pt

What is one way you would ensure the ethical and appropriate use of social media and gamification in a third grade classroom?

Please answer in at least three complete sentences.

Evaluate responses using AI:

OFF

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

True or false: Academic dishonesty is one of the top ethical issues in online learning.

True

False

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Which is a social benefit of social media and gamification in the classroom.

Students are allowed to play all day

StStudents are allowed to practice social skills while learning.

Students learn a lot faster.

The teachers get time off when the student play.

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