
extra coin test
Authored by Reinoud Tiel
Business
University
Used 3+ times

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8 questions
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1.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
It is assumed that serious games influences learning in 2 ways, what two ways?
Digitalization & Inspiring context
Story telling & Affecting motivation
Changing cognitive processes & Enhancing creativity
Changing cognitive processes & Affecting motivation
2.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Mayer (2011) divided game research in three categories, which one is NOT one of those?
A value added approach
A self determination approach
A cognitive consequences approach
A media comparison approach
3.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Which one is NOT one of the main parts of gamification according to Hamari et al. (2014)
The points, badges and leaderboards
The implemented motivational affordances
The resulting psychological outcomes
The further behavioral outcomes
4.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
The train was delayed ….. bad weather.
in view of
resulting
because
on account of
5.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
The event was cancelled ……. the fact that not many tickets were sold.
due to
therefore
because
so
6.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
The company was doing badly and ….. it closed.
on account of
consequently
seeing as
because of
7.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
…. it is your money, you can do what you like with it.
Resulting
Consequently
Therefore
Since
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