Social Networking & Gaming in the Classroom

Quiz
•
Professional Development
•
6th - 8th Grade
•
Hard
Stephanie Wang
FREE Resource
10 questions
Show all answers
1.
MULTIPLE SELECT QUESTION
45 sec • 1 pt
What are social benefits of using gaming platforms in the classroom? Select all that apply.
Students can compete with each other in real-time
Students are more engaged
Students get more screen time
Students can practice critical thinking
2.
MULTIPLE CHOICE QUESTION
45 sec • 1 pt
How does using social networking tools like Edmodo benefit students’ learning?
It replaces classroom discussions
It creates unnecessary distractions during class
It allows students to work at their own pace and time
It allows students to ignore assignments
3.
MULTIPLE CHOICE QUESTION
45 sec • 1 pt
What is a major academic benefit of using game-based platforms like Kahoot! and Quizizz?
It requires no effort from students
It distracts students from lessons
It replaces homework assignments
It helps students memorize content through competition
4.
MULTIPLE CHOICE QUESTION
45 sec • 1 pt
Which of the following is an ethical implication of using social networking in the classroom?
Letting students set their own assignments
Maintaining students’ privacy and protecting their data
Encouraging students to share personal information freely
Allowing students to use the platform for non-educational purposes
5.
MULTIPLE SELECT QUESTION
45 sec • 1 pt
Which of these gaming apps provides immediate feedback to students, reinforcing learning and feedback loops? Select all that apply.
Quizlet
Kahoot!
Quizizz
Blooket
6.
MULTIPLE CHOICE QUESTION
45 sec • 1 pt
Why is it important to set guidelines for using social media platforms like Google Classroom in the classroom?
To prevent students from being distracted by personal use
To allow students to use any social media platform they want
To ensure students' privacy and maintain a safe online environment
To encourage students to share all their personal information
7.
MULTIPLE CHOICE QUESTION
45 sec • 1 pt
What is one way that gaming applications in the classroom can encourage collaboration?
By preventing students from discussing answers
By making all quizzes individual and private
By allowing students to work together in teams during quizzes
By eliminating team-based challenges
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