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Using Social Networking and Gaming Effectively in the Classroom

Total questions: 10

Worksheet time: 20mins

Name
Class
Date
1.

Which of the following is a social benefit to using social media in the classroom?

a)

More frequent/varied communication opportunities

b)

Students have unlimited access to ask questions and share ideas

c)

Improved collaboration opportunities through video calls, chats, and messaging apps

d)

All of the above

2.

Which social media platform could be used to effectively communicate important information, upcoming events, and school alerts? MARK ALL THAT APPLY.

a)

Facebook

b)

Twitter

c)

Instagram

d)

It is not possible to communicate important information via social media

3.

Using social media in the classroom can improve reading and writing skills because....

a)

Students are more motivated to read online material

b)

Students only like to look at the pretty pictures

c)

Students will not gain any academic benefits whatsoever from using social media in the classroom

d)

Students need to be competent in digital literacy skills

4.

Gamification only refers to playing some type of online or digital game in the classroom.

a)

True

b)

False

5.

Which of the following could be considered a benefit of using gamification in the classroom? MARK ALL THAT APPLY.

a)

Motivates and engages students

b)

Develops and improves social skills

c)

Improves student persistence to a task

d)

Makes learning boring

6.

In order for students to become good digital citizens, it is necessary for educators to:

a)

model and teach appropriate social media usage and guidelines

b)

Set up a personal Facebook account

c)

Educators do not have any responsibilities regarding digital citizenship

d)

It is not possible for students to become good digital citizens.

7.

What is a digital footprint?

a)

All the online information that you have posted about yourself, or someone else has posted about you

b)

A shape left behind in the sand when you walk on the beach

c)

An imprint left behind when you get mad at your computer and kick it to try to get it to work correctly

d)

A new type of computer that is shaped like a foot

8.

How can educators ensure they are protecting student privacy when using social media and online games in the classroom? MARK ALL THAT APPLY.

a)

Become familiar with school and district social media guidelines

b)

Be vigilant in monitoring student social media and gaming usage at school

c)

Use parental consent and opt-out forms

d)

Educators are not responsible for protecting student privacy, so they don't have to worry about it

9.

Personally identifiable information should NEVER be shared online. Which of the following is NOT considered personally identifiable information?

a)

First and Last Name

b)

Address

c)

Handwriting

d)

Shoe size

10.

Which of the following would NOT be an appropriate way to use social media and/or gaming in the classroom?

a)

Play a review game for an upcoming test on Kahoot

b)

Students create a digital photo essay to share on Instagram

c)

Students share their opinion on renewable vs. non-renewable energy options on a class blog

d)

Students record fights around campus and post online