Gamification and Competitive Learning in Education

Gamification and Competitive Learning in Education

Assessment

Interactive Video

Biology

10th - 12th Grade

Hard

Created by

Patricia Brown

FREE Resource

The video explores the concept of competitiveness, its cultural and biological roots, and its impact on learning. It highlights the challenges in traditional STEM education and proposes gamification as a solution to enhance student engagement and learning outcomes. The video presents a case study of using gamification in teaching genetics, showing improved student performance and collaboration.

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10 questions

Show all answers

1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What cultural value does the speaker associate with being competitive?

Need for recognition

Fear of failure

Desire for wealth

Afraid to lose out

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Which neurotransmitter is linked to competitive behavior according to the speaker?

Oxytocin

Adrenaline

Dopamine

Serotonin

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What are the two types of learning processes mentioned in competitive situations?

Analysis and synthesis

Observation and imitation

Memorization and application

Reinforcement and belief learning

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the main critique of traditional teaching methods in STEM education?

They are too expensive

They decrease student motivation

They lack structure

They are too interactive

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is gamification in the context of education?

Creating educational video games

Playing video games in class

Incorporating game design elements into learning

Using games for entertainment

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What was the result of using gamification in teaching genetics?

30% increase in final exam scores

No change in learning outcomes

Students preferred traditional methods

Decrease in student engagement

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How did students respond to the gamification approach?

They found it confusing

They disliked the competitive aspect

They preferred working alone

They helped each other and learned better

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