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Gamified Activities

Total questions: 10

Worksheet time: 8mins

Name
Class
Date
1.

Gamification is the use of video game skills and conventions to solve real-world problems

a)

True

b)

False

2.

What is Quizizz?

a)

Gamification tool

b)

A type of cell phone

c)

A website where you can find or create quizzes

d)

A fruit

3.

Bebefits of Gamification

a)

Increases learner engagement

b)

It's colorful and easy to learn

c)

There's no benefits

d)

Makes eLearning fun and interactive

4.

People who grew up before 1980's and have adopted and learnt digital technologies

a)

Digital natives

b)

Gamification

c)

Digital immigrants

d)

Quizizz

5.

Game elements used in class

a)

quizzes, cellphones, notebooks

b)

Books, computers

c)

Whiteboards

d)

Points, badges, leaderboards, levels, etc

6.

Digital Natives

a)

Groups of words that describe the noun

b)

Generation of people born after 1980's who have been raised in a digital age.

c)

Also called "millenials"

7.

Increase participation and motivated users through game elements is a/an:

a)

Adjective

b)

Objective of using Gamifications

c)

Traditional study

d)

Gamification tool

8.

What are the previous gamification tools that you have used?

a)

Kahoot and Zondle

b)

Quizizz and Quizlet

c)

Classroom carrots

d)

Voki

9.

Tool where you review terms and definitions

a)

Gamification

b)

Digital Natives

c)

Quizlet

d)

Quizezz

10.

Students study the rules and memorize information

a)

Traditional Studying

b)

Gamification