
Social Networking and Gamification Quiz
Authored by Kristina Faust
Education
6th - 8th Grade

AI Actions
Add similar questions
Adjust reading levels
Convert to real-world scenario
Translate activity
More...
Content View
Student View
11 questions
Show all answers
1.
MULTIPLE CHOICE QUESTION
1 min • 1 pt
Which of the following options represents an ethical use of social media for teaching and learning in the classroom?
Utilizing student names or faces on social media platforms with parental consent
Using guidelines to establish safe and responsible interactions among students on classroom-related social media pages
Sharing memes without any offensive language
All of the above
2.
MULTIPLE CHOICE QUESTION
1 min • 1 pt
What is NOT considered an ethical use of social media in the classroom setting for teaching and learning?
Connecting with and adding students on "personal" social media accounts.
Allowing monitered interactions between students on classroom-related pages.
Promoting digital citizenship practices by establishing rules and expectations.
Using respectful language online with peers.
3.
MULTIPLE CHOICE QUESTION
1 min • 1 pt
Which of the following is an advantage of incorporating digital games into the classroom?
The game incorporates academic content to enhance student learning.
Some games feature stimulating complex puzzles and problems.
The games can be played multiple times and offer various approaches.
All of the above
4.
MULTIPLE CHOICE QUESTION
1 min • 1 pt
How does gamification impact the recall of information?
It decreases the functioning of the hippocampus.
It has no effect on memory retention.
It stimulates the hippocampal memory, promoting storage of new information.
It inhibits the release of dopamine, leading to decreased focus.
5.
MULTIPLE CHOICE QUESTION
1 min • 1 pt
Which of the following options represents an ethical use of gamification in the classroom?
Using gamification can enhance student engagement and motivation in the learning process.
Implementing gamification to increase competition among students and reward high achievers.
Using gamification as a form of entertainment for students that is unrelated to the curriculum.
Utilizing gamification to collect personal data and track students' behaviors without informed consent.
6.
MULTIPLE CHOICE QUESTION
1 min • 1 pt
Class social media pages and groups can be safe for classroom use when appropriate precautions and safeguards are implemented by teachers, students, and parents.
True
False
7.
MULTIPLE CHOICE QUESTION
1 min • 1 pt
Which of the following is NOT an effective method of using social media within the classroom?
Using a Facebook Page to share important class related updates and alerts.
Using Facebook direct messaging to send an innapropiate meme to selected students.
Creating a classroom blog for content related discussions.
Sharing school events and photos.
Access all questions and much more by creating a free account
Create resources
Host any resource
Get auto-graded reports

Continue with Google

Continue with Email

Continue with Classlink

Continue with Clever
or continue with

Microsoft
%20(1).png)
Apple
Others
Already have an account?