
Game-Based Learning and Gamification Introduction for Teachers
Authored by Matthew Givler
Professional Development
Vocational training
Used 1+ times

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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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