
Gamification in learning
Passage
•
Education
•
University
•
Practice Problem
•
Hard
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10 questions
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1.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is the concept of gamification?
Using games for entertainment purposes only
Using games to promote physical activity
Using game elements in a non-game context
Using games to replace traditional learning methods
2.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
According to the text, what is the main purpose of gamification in education?
To discourage students from exploring new ideas
To provide motivation and stimulate interest in learning
To make learning more boring and less interactive
To limit the development of technical skills
3.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What are the two components of game elements in gamification?
Mechanical game and dynamic game
Static game and dynamic game
Mechanical game and interactive game
Interactive game and dynamic game
4.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is the first step in implementing gamification in education according to Hsin-Yuan Huang and Soman (2013)?
Identifying resources
Identifying learning objectives
Understanding the target group and context
Structuring the experience
5.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is one of the implications of using gamification in education?
It makes learning more boring and less interactive
It limits the development of technical skills
It encourages students to learn through experience and overcome failure
It discourages students from exploring new ideas
6.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is the main purpose of gamification in education?
To make learning more difficult for students
To create a competitive environment among students
To discourage students from participating in educational activities
To enhance students' learning experience and skills
7.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
According to the text, what is one of the challenges in implementing gamification in education?
Negative impact on students' health
Inability to measure the effectiveness of gamification
Difficulty in using technology for gaming
Lack of interest from students
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