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WorksheetsFall20_McCann_Quizizz
Total questions: 10
Worksheet time: 12mins
According to Unit 6, Many teachers find that using electronic games in the classroom helps students retain information but also keeps them __________________ and _________________.
happy and healthy
engaged and motivated
bored and sleeping
silly and motivated
Why bring electronics into the classroom? (Check all that apply)
It is user friendly
Kids love games
They're familiar tools for kids
None of the above
According to the infographic in Unit 6 why do games motivate kids?
(a)
According to the infographic in Unit 6, what was the best selling Edu-App?
Nearpod
Curious George at the Zoo
Kahoot
Explain the difference between Gaming and Gamification?
In the 20015 study, Leaning found that gamification in education offers the following benefits (select all that apply):
Students feel ownership over their learning
Students are so relaxed they fall asleep
Students have more fun
Students are more comfortable in gaming environments
Students are able to win agains their siblings.
What is the difference between gamification and game-based learning?
An argument against gaming in the classroom is that, ______________________________
The Oregon Trail to us all many things about social studies.
It imposes a predigested value system
It does not challenge students to create and identify goals
Name an example of a gamification site:
(a)
What is your opinion of using gamification in the classroom?
I already use it and continue to because it is great for my students
I have tried some in my class room and it has engaged them so I would like to try to more
I have never used this but would like to try slowly.
I have never tried it or i have tried it but didn't like it and do not plan on using it in my classroom.
