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Worksheets

I-Learn ( Level 2 )

Total questions: 11

Worksheet time: 6mins

Name
Class
Date
1.

Which of the following are benefits of game-based learning?

a)

Allows for healthy competition to fuel learning

b)

All of the answers are correct

c)

Engages participants in new and different ways

d)

Helps participants understand the real-world applications of knowledge

2.

Gamification is the use of games in the classroom/ training room to_____

a)

Assign classroom chores

b)

Grow friendship between students

c)

Resolve interpersonal disputes

d)

Aid learning

3.

Effective game-based learning is………...?

a)

Engaging

b)

Offering immediate rewards

c)

All of the answers are correct

d)

Competitive

4.

The key purpose of gamification is...?

a)

To offer creativity

b)

To increase participants engagement

c)

To make feedback more immediate

d)

To allow participants a competitive edge

5.

Which of these is NOT a format for game-based learning...?

a)

Video games

b)

Card games

c)

Board games

d)

Arm wrestling

6.

Which of these is NOT an advantage of game based-learning...?

a)

The ability to compare standardized scores

b)

Beating your participants at the game to make yourself feel better

c)

The ability to tailor the game to participants' ability level

d)

Breaking up the monotony of the classroom

7.

Which of these is a way to repackage grades in gamification in education...?


Multiple answers are allowed

a)

Use experience points instead of letter grades

b)

Offer badges for rewards to show point level accomplishment

c)

Give level-up feedback to participants as they progress toward goals

d)

Display a leader board of points in the classroom

8.

What is classroom gamification...?

a)

Adding game-like characteristics to the classroom environment

b)

Having fun at school

c)

Taking a field trip to a video arcade

d)

Teaching students games to play at recess

9.

Ahmed is designing a curriculum program with many units, and he has added a sheet where teachers can add numbers in groups of ten each time a student completes a lesson. When the sheet is full, the student will get a star. What gamification element is the student collecting...?

a)

Point

b)

Badge

c)

Leaderboard

d)

Rank

10.

Mohamed planned his behavior goals based on his participants' problem areas. What is the second goal type he needs to plan in a gamified classroom...?

a)

Rewards

b)

Big ideas

c)

Activities

d)

Learning goals

11.

_____ of gamification are used to guide participants towards the learning outcomes as well as award points.

a)

Badges

b)

Levels

c)

Rules

d)

Time