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Exploring Educational Technologies

Authored by Ines Condori

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University

Exploring Educational Technologies
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16 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is gamification in education?

Rewarding students with grades for participation

Using video games exclusively for teaching

Incorporating sports into classroom activities

Gamification in education is the use of game elements to improve student engagement and learning outcomes.

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How can gamification enhance student engagement?

Gamification focuses solely on physical activities.

Gamification reduces competition among students.

Gamification eliminates the need for assessments.

Gamification increases motivation and participation through game elements.

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Name a popular tool used for gamification in classrooms.

Google Classroom

Edmodo

Kahoot!

Quizlet

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What are the benefits of digital assessment?

Increased costs for students

Benefits of digital assessment include efficiency, immediate feedback, accessibility, and data analysis.

Limited access to resources

Longer grading times

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How does digital evaluation differ from traditional methods?

Digital evaluation requires more resources and time than traditional methods.

Digital evaluation is faster, more efficient, and allows for real-time feedback compared to traditional methods.

Digital evaluation is slower and less efficient than traditional methods.

Traditional methods provide real-time feedback while digital evaluation does not.

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is one challenge of implementing digital assessments?

Increased student engagement with paper tests.

Simplified grading process for teachers.

Ensuring equitable access to technology.

High costs of traditional assessments.

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How can augmented reality be used in the classroom?

Augmented reality can only be used for gaming in the classroom.

Augmented reality can be used in the classroom to create interactive learning experiences, visualize complex concepts, facilitate virtual field trips, and support personalized learning.

Augmented reality replaces traditional textbooks entirely.

Augmented reality is primarily for teacher training and not for students.

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