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Worksheets

RS 2-1 5과

Total questions: 15

Worksheet time: 8mins

Name
Class
Date
1.

What's not an example of a reward?

a)

badge

b)

free lunch

c)

compliment

d)

recognition

2.

'to exert power or influence on'의 뜻을 가진 단어는?

a)

gamification

b)

productivity

c)

leverage

d)

elude

3.

How many percent of companies are introducing gamification in the world?

a)

5%

b)

7%

c)

15%

d)

25%

4.

In 2012, households that received Opower’s energy reports consumed

______ energy than those who didn’t.

a)

2% less

b)

2% more

c)

5% less

d)

5% more

5.

What can not be learned from the leaderboard?

a)

the results

b)

their ranking

c)

motivation

d)

cash

6.

any number of 의 동의어가 아닌 것은?

a)

several

b)

many

c)

the number of

d)

a number of

7.

run-of-the-mill의 동의어가 아닌 것은?

a)

exceptional

b)

ordinary

c)

average

d)

standard

8.

vital의 동의어가 아닌 것은?

a)

crucial

b)

important

c)

essential

d)

unnecessary

9.

FoldIt is just _____________ in terms of what gamification is capable of.

빈칸에 들어갈 말로 알맞은 것은?

a)

common place

b)

the tip of the iceberg

c)

good

d)

tried and true

10.

'to withdraw from a commitment or position'의 뜻을 가진 단어는?

a)

pop up

b)

back down

c)

ramp up

d)

tackle

11.

Just ____________ a leader board on a company site will hardly motivate employees.

빈칸에 들어가기에 뜻이 다른 하나는?

a)

building

b)

implementing

c)

making

d)

throwing up

12.

What made Opower users consume less energy than non-users?

a)

discounts on utility bills

b)

prizes and recognition

c)

rivalries between neighbors

d)

a sense of community

13.

Opower's softward encourages people to conserve energy by comparing their energy consumption to that of their neighbors.

a)

True

b)

False

14.

In a puzzle game called FoldIt, 24 players competed with one another to map a protein structure, but no one solved the puzzle.

a)

True

b)

False

15.

Gamification is no longer a new idea in the corporate world- the majority of companies have already gamified everyday tasks.

a)

True

b)

False