
Ating alamin, balikan, dagdagan, at tuklasin
Authored by Jeffrey Beltran
Education
12th Grade
Used 2+ times

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18 questions
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1.
DRAW QUESTION
3 mins • 1 pt
Ako ngayon ay...
2.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is Canva used for in the context of appropriate technology integration?
Creating engaging visuals
Music streaming
Virtual field trips
Historical roleplaying
Answer explanation
Canva is used for creating engaging visuals, making it a valuable tool for appropriate technology integration.
3.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Which platform is mentioned for a song analysis activity in the lesson plan?
Spotify
PowerPoint
Online resources
Canva
Answer explanation
The platform mentioned for a song analysis activity in the lesson plan is Spotify.
4.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is the purpose of the 'WhoAmongUs?' activity in the lesson plan?
Develop virtual field trips
Engage students through a game-like format
Create interactive quizzes
Introduce press freedom violation
Answer explanation
The purpose of the 'WhoAmongUs?' activity in the lesson plan is to engage students through a game-like format.
5.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is the main goal of gamification in education?
Decrease student engagement
Increase student motivation
Reduce learning effectiveness
Limit digital literacy
Answer explanation
The main goal of gamification in education is to increase student motivation, not decrease it. By incorporating game elements, students are more engaged and motivated to learn.
6.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Which activity involves choosing the correct effect or consequence based on a cause related to press freedom violations?
Role-playing and simulations
Virtual field trips
Interactive quizzes and challenges
Cause and Effect Activity ('SupPRESSingEffects')
Answer explanation
The activity involving choosing the correct effect or consequence based on press freedom violations is the Cause and Effect Activity ('SupPRESSingEffects').
7.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is the key difference between using gamification and game-based learning in a classroom setting?
Risk of extrinsic motivation
Harnessing intrinsic motivation
Increased engagement
Contextual understanding
Answer explanation
The key difference between using gamification and game-based learning in a classroom setting is the risk of extrinsic motivation associated with gamification.
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