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Gamification Second lab

Total questions: 20

Worksheet time: 9mins

Name
Class
Date
1.

1.    New generation of young people born into the digital age.

a)

Digital immigrants.

b)

Digital natives.

c)

Boomers.

d)

None.

2.

1.      The use of game elements in the learning process.

a)

Digital citizen,

b)

Gammation.

c)

Badges,

d)

Gamification.

3.

  Include generation X, boomers, and generations prior to that.

a)

Digital natives

b)

the immigration

c)

all are correct.

d)

Digital immigrats

4.

Students study the rules and memorize adjectives and the way they are used.

a)

Virtual classroom

b)

gamification

c)

digital citizen

d)

Traditional

5.

They represent students' achievements. Marks, insignias

a)

Levels

b)

Leaderboards

c)

Badges

d)

Boomers

6.

A prize or other mark of recognition given in honor of an achievement.

a)

Awards

b)

Class competitions

c)

Leaderboards

d)

Boomers

7.

 It is a free website providing learning tools for students, including flashcards, study and game modes:

a)

Awards

 

b)

ClassDojo

 

c)

Quizlet 

 

d)

Kahoot

8.

It can be used in any classroom to introduce or review concepts; it's like a mashup of Kahoot! and Quizlet, but with some unique features neither have:

a)

Gimkit

b)

Gamification

c)

Quizlet 

d)

Flashcards

9.

Kahoot is

a)

A  platform to study English lessons

b)

A learning platform to engage your class with interactive lessons.

c)

a website to play video games

d)

• a social network.

10.

     Ways to apply gamification in the classroom.

(a)  

11.

  The main objective of Gamification is:

a)

Create video games

b)

- Play in a platform to motivate

c)

- To increase participation and motivate users using game elements.

d)

- Play with people around the world

12.

    Gamificationion is based on the success of:

a)

- The number of times you win.

b)

Number of views on Youtube

c)

- Number of reactions on Facebook

d)

The gaming industry, social media, and decades of research in human psychology.

13.

  Digital natives include millennials, generation Z, and generation alpha.

True or false?

(a)  

14.

      Select one feature of Digital immigrants.

a)

a)       Tend to be logical learners.

b)

b)      Try to be illogical learners.

c)

c)       Tend to be Intuitive learners.

d)

d) None

15.

1-      Choose some core game mechanics learned in classes.

a)

a)      Levels.

b)      Progress bar.

c)      Leader boards.

b)

d)      Progress bar.

e)      Leader boards.

c)

f)       Wins.

d)

i) All are correct

16.

An element of game design that provides information about all participant’s progress in the game.

a)

Leaderboards

b)

Progress bar

c)

levels

d)

badges

17.

     Mention the two benefits of gamification.

4 lines
18.

Allows players to see where they are and how they progressed

Answer:

a)

Levels

b)

Progress bar

c)

      Wins.

d)

     Leader boards.

19.

Graphical control elements to visualize the progress of a game

Answer.

a)

levels

b)

Progress bar

c)

badges

d)

Leaderboards

20.

Generation Z born 1997-2012 true or false?

4 lines