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Game-Based Learning and Gamification Introduction for Teachers

Authored by Matthew Givler

Professional Development

Vocational training

Used 1+ times

Game-Based Learning and Gamification Introduction for Teachers
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10 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What positive outcome is associated with the implementation of DGBL and gamification in classrooms according to Sandoval and Lamb (2023)?

Increased homework completion rates

More positive behaviors from students

Higher test scores

Reduced classroom disruptions

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is one thing that educators agree could always use a boost in their classrooms?

Student engagement

Homework assignments

Classroom size

Teacher salaries

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the name of the free virtual Breakout Box software application mentioned in the document?

BreakoutEDU

GameBox

EduBreak

VirtualBox

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How does BreakoutEDU benefit teachers operating in a 1:1 capacity?

It allows for individual student engagement

It reduces the need for lesson planning

It increases classroom size

It eliminates the need for technology

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What operating systems is Kahoot! compatible with?

Only Windows

Only IOS

Windows, IOS, and Android

Only Android

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the main point of implementing game-based classrooms according to the text?

To replace the teacher

To provide a commonly understood language to communicate important content

To reduce the workload of students

To eliminate the need for traditional learning methods

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the foundation of any successful classroom and student success according to the text?

Advanced technology

Pedagogical superpowers of teachers

Game-based learning

Traditional teaching methods

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