Gaming Assessment

Gaming Assessment

Professional Development

10 Qs

quiz-placeholder

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Gaming Assessment

Gaming Assessment

Assessment

Quiz

Instructional Technology

Professional Development

Hard

Created by

NORMA RAMIREZ

Used 1+ times

FREE Resource

10 questions

Show all answers

1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Imagine Abigail, Avery, and Harper are using social networking tools in their classroom. What social value might this bring?

Increased collaboration and communication among Abigail, Avery, and Harper

Limited social interaction among students

Limited social interaction among students

All of the above

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Kai, Olivia, and Isla are discussing ways to improve classroom learning. They come across the concept of 'gamification'. How might gamification improve their classroom learning?

By eliminating the need for traditional assessments

By making learning more engaging and enjoyable

Isolating students while learning

Only a and b

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Avery, James, and Liam are having a debate about using social media tools for educational purposes. They are stuck on one point. Can you help them out? What is an ethical consideration they should keep in mind?

Encouraging students to share personal information online

Ignoring the terms of service of social media platforms

Respecting student privacy and data security

Restricting students' access to online resources

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Avery, Abigail, and Aiden are planning a classroom game that involves social media. How can they ensure everyone's safety and acceptable use of the platform?

Allowing unrestricted access to online platforms

Encouraging students to create anonymous profiles

Regularly monitoring and moderating online interactions

None of the above

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Imagine Benjamin, Aria, and Evelyn are playing a game in class. How can this game support both their social and academic development?

By encouraging unhealthy competition among them

By encouraging cooperation and problem-solving

By limiting their interaction to individual tasks

Both a and b

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Emma, Abigail, and Liam are having a debate. They are discussing why gamification in the classroom needs ethical consideration. Can you help them out?

To ensure fair and unbiased assessment

To increase student competition

Ignoring student motivation

Both a and b

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Imagine you are in a classroom with Jackson, Ava, and Henry. How can you ensure that social networking is safe for everyone?

Promoting student password sharing

Allowing anonymous interactions

Both a and b

Providing clear guidelines on online behavior

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