Gamification in ELT Flow and SDT

Gamification in ELT Flow and SDT

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8 Qs

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Gamification in ELT Flow and SDT

Gamification in ELT Flow and SDT

Assessment

Quiz

English

Professional Development

Easy

Created by

Alicja Alicja

Used 1+ times

FREE Resource

8 questions

Show all answers

1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What does Flow Theory primarily describe in gamification?

A. The technical structure of video games

B. The psychological state of focused, enjoyable engagement

C. The stages of language acquisition

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

When is the flow state most likely to occur?

A. When the task is far beyond the learner's skill level

B. When the learner is multitasking

C. When skill level and challenge are balanced

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What kind of motivation is associated with the flow state?

A. External rewards like prizes

B. Avoiding punishment

C. Intrinsic motivation—enjoyment from the activity itself

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the overall goal of applying SDT in gamified English Language Teaching?



A. To ensure students memorize grammar rules

B. To increase intrinsic motivation by meeting key psychological needs

C. To reduce collaboration and increase individual accountability

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What does SDT suggest happens when autonomy, competence, and relatedness are fulfilled?

A. Students become more dependent on the teacher

B. Motivation declines over time

C. Intrinsic motivation increases

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What gamified feature helps promote a sense of relatedness?

A. Vocabulary tests

B. Collaborative challenges and social interaction

C. Isolated grammar exercises

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

According to SDT, which three needs must be satisfied to foster intrinsic motivation?

A. Recognition, creativity, performance

B. Control, speed, memory

C. Autonomy, competence, relatedness

8.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Which of the following is an example of promoting autonomy in gamified ELT?

A. Assigning the same task to all students

B. Letting learners choose which quest or activity to complete

C. Requiring students to follow a fixed curriculum