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Implications of gamification in online learning

Authored by Matthew Kennedy

Education

University

Used 1+ times

Implications of gamification in online learning
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15 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • Ungraded

Media Image

How strongly do you agree with the following statement?

Duolingo is an effective way of learning

Not at all

Somewhat

Agree

Strongly Agree

2.

MULTIPLE CHOICE QUESTION

30 sec • Ungraded

Media Image

How strongly do you agree with the following statement?

Duolingo was engaging and motivated me to continue to learn

Somewhat

Not at all

Strongly agree

Agree

3.

MULTIPLE CHOICE QUESTION

30 sec • Ungraded


How strongly do you agree with the following statement?

Duolingo has motivated me top continue to learn

Strongly Agree

Agree

Somewhat

Not at all

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Media Image


Which educational game is mentioned in Part 1 as an early example of gamification in education?

Minecraft

Oregon Trail

Fortnight

SimCity

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Media Image

What elements do e-learning programs incorporate to increase interest in learning?

Lectures and textbooks

Exams and quizzes

Points badges and leaderboards

Group projects and presentations

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

According to Ratinho and Martins (2023), what does gamification cater to in the learning process?

Students' need for passive learning

Parents' need for monitoring their children

Teachers' need for control over the classroom

Students' need for active participation and critical thinking

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What percentage of people aged 5-15 years have played some form of digital games according to the Digital Australia Report 2018?

90%

20%

100%

85%

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