Reviewhin at Dagdagan natin

Reviewhin at Dagdagan natin

12th Grade

20 Qs

quiz-placeholder

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Reviewhin at Dagdagan natin

Reviewhin at Dagdagan natin

Assessment

Quiz

Education

12th Grade

Medium

CCSS
MATH.CONTENT.HSF.IF.C.7.a

Standards-aligned

Created by

Jeffrey Beltran

Used 1+ times

FREE Resource

20 questions

Show all answers

1.

DRAW QUESTION

3 mins • Ungraded

Today, I feel.....

Media Image

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is one reason why educators in the Philippines are turning to gamification in teaching mathematics?

To discourage critical thinking and problem-solving skills.

To make learning mathematics more difficult for students.

To enhance student engagement and learning outcomes.

To encourage rote memorization and repetitive problem-solving.

Answer explanation

To enhance student engagement and learning outcomes.

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How can gamification be integrated into assessment methods in mathematics education?

By focusing solely on game elements and entertainment.

By simulating real-life scenarios in interactive assessments.

By designing traditional exams and quizzes.

By eliminating the need for assessments in mathematics.

Answer explanation

By simulating real-life scenarios in interactive assessments.

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is one benefit of using online platforms that offer math games and puzzles in mathematics education?

They discourage collaboration among students.

They do not provide a fun and interactive way to practice mathematical skills.

They hinder students' ability to apply mathematical concepts and skills.

They reward students for their progress and motivate them to continue learning.

Answer explanation

They reward students for their progress and motivate them to continue learning.

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Based on the information provided in the text, what is one potential drawback of traditional mathematics education in the Philippines?

It encourages collaboration among students.

It focuses too much on critical thinking and problem-solving skills.

It integrates game elements into teaching methods.

It does not provide an enjoyable learning experience for students.

Answer explanation

The correct choice highlights that traditional mathematics education in the Philippines does not provide an enjoyable learning experience for students, which is a potential drawback mentioned in the text.

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How might the use of gamification in mathematics education help students make connections and apply ideas across domains?

Gamification discourages collaboration among students, preventing them from sharing ideas and making connections.

Gamification limits students' ability to think critically and problem-solve, hindering their ability to make connections across domains.

Gamification provides opportunities for students to explore mathematical concepts in real-life scenarios, allowing them to see the relevance and application of mathematics in different domains.

Gamification encourages students to focus solely on mathematical concepts without making connections to other subjects.

Answer explanation

Gamification provides opportunities for students to explore mathematical concepts in real-life scenarios, allowing them to see the relevance and application of mathematics in different domains.

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How does gamification enhance student engagement in mathematics education?

By eliminating the need for interactive learning experiences.

By fostering a sense of ownership and motivation through challenges, rewards, and competition.

By making learning more difficult and challenging for students.

By discouraging students from actively participating in their own learning.

Answer explanation

By fostering a sense of ownership and motivation through challenges, rewards, and competition.

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