
Gamification in Higher Education Learning Environments
Authored by Jessica Pitcher
Other
12th Grade

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54 questions
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1.
MULTIPLE CHOICE QUESTION
30 sec • 10 pts
What is becoming increasingly popular in higher education learning environments according to the text?
Traditional lecturing methods
Gamification
Textbook-based learning
Independent study programs
2.
MULTIPLE CHOICE QUESTION
30 sec • 10 pts
Which tool did the study use to deliver mobile gamification to students?
A mobile app called 'Quick Stats'
A website platform
Email newsletters
Physical game boards
3.
MULTIPLE CHOICE QUESTION
30 sec • 10 pts
What percentage of first-year students living on campus at the university were enrolled in the residential colleges?
18%
91.2%
14%
82%
4.
MULTIPLE CHOICE QUESTION
30 sec • 10 pts
What is the focus of the research paper discussed in the text?
The impact of parental influence on student engagement
The effectiveness of gamification on student retention and engagement
The role of traditional lecturing in modern education
The comparison between online and offline quiz systems
5.
MULTIPLE CHOICE QUESTION
30 sec • 10 pts
Which theory is used in the research to demonstrate the complexity of student engagement?
Flow theory
Game theory
Engagement theory
Concentration theory
6.
MULTIPLE CHOICE QUESTION
30 sec • 10 pts
According to the text, what are the four main types of engagement as synthesised from the extant literature?
Cognitive, emotional, behavioral, and social engagement
Cognitive, affective, behavioral, and academic engagement
Cognitive, emotional, behavioral, and agency engagement
Cognitive, affective, engagement, and attentional engagement
7.
MULTIPLE CHOICE QUESTION
30 sec • 10 pts
What concept is said to potentially support student learning according to Beattie et al., 2018?
The concept of 'flow'
The concept of 'deep learning'
The concept of 'engagement theory'
The concept of 'educational gamification'
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