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Ating alamin, balikan, dagdagan, at tuklasin

Authored by Jeffrey Beltran

Education

12th Grade

Used 2+ times

Ating alamin, balikan, dagdagan, at tuklasin
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18 questions

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1.

DRAW QUESTION

3 mins • 1 pt

Ako ngayon ay...

Media Image

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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