Gamification in Higher Education Learning Environments

Gamification in Higher Education Learning Environments

12th Grade

54 Qs

quiz-placeholder

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Gamification in Higher Education Learning Environments

Gamification in Higher Education Learning Environments

Assessment

Quiz

Other

12th Grade

Hard

Created by

Jessica Pitcher

FREE Resource

54 questions

Show all answers

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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