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Total questions: 30

Worksheet time: 1hrs 7mins

Name
Class
Date
1.

What is gamification?

a)

the act of playing games

b)

the use of game design elements and game mechanics in non-game contexts

c)

the methods in designing a game

d)

the specific way in which players interact with a game

2.

What is the essence of gamification?

a)

Changing Behaviors

b)

Gaming in the Classroom

c)

Giving Badges & Rewards

d)

Increasing student motivation & engagement

3.

Symbols of achievements that can be collected in games are called ____.

a)

Pins

b)

Badges

c)

Coins

d)

stickers

4.

Which of the following is considered as an element of gamification?

a)

immediate feedback

b)

team collaboration

c)

mechanic of competition

d)

rewards (like badges) for completing tasks

e)

All of the above

5.

Gamification will require me to change everything about my classroom.

a)

True

b)

False

6.

Which among the following hormone is released by the brain when we win a game?

a)

Oxytocin

b)

Growth hormone

c)

Dopamine

d)

Adrenaline

7.

_____________ is an example of intrinsic motivation.

a)

Purpose

b)

Grades

c)

Rewards

d)

Promotion

8.

Gamification is a merger of Technology and Psychology.

a)

True

b)

False

9.

Gamification can only be done in a digital classroom.

a)

True

b)

False

c)

I'm not sure

10.

What is the difference between game-based learning and gamification?

a)

They are more or less the same.

b)

In gamification, game elements are added to the classroom, but in game-based learning, students play a game and learn in the process.

c)

In gamification, students play a game and learn in the process, but in game-based learning, game elements are added to the classroom.

11.

Gamification is all about playing games.

a)

True

b)

False

12.

Element (s) of Gamification you can incorporate into your class include:

a)

Goals and Rewards

b)

Badges and certificates

c)

Leaderboards

d)

All of the above

13.

Which of these has the sole purpose of meeting specific learning objectives?

a)

Games only

b)

Game-based Learning

c)

Gamification

d)

All of the above.

14.

What is the definition of "gamification" concept?

a)

A game

b)

Playing games while learning

c)

The use of game design elements in non-game context

d)

Learning considered as games

15.

How confident do you feel about implementing gamification techniques in your teaching practice after attending this workshop?

a)

Not confident at all

b)

Somewhat confident

c)

Neutral

d)

confident

e)

Very confident

16.
Which of the following benefits do you perceive in using gamification in education?
a)
Increased student engagement
b)
Improved learning outcomes
c)
Enhanced motivation
d)
Better retention of course content
e)
All of the above
17.
Identify the incorrect option in context of gamification.
a)
It lacks evidence of improving student performance.
b)
It caters to diverse learning styles
c)
It allows for personalized learning experiences.
d)
Enhances peer interaction
18.
Based on your experience in the workshop, please share which mode of gamification (Individualized, Competition, or Collaboration) you found most effective and why?
4 lines
19.
Rank the following online gamification tools - 99math.com, Mathplayground.com, Edpuzzle.com, Quizizz.com, and Nearpod.com. And provide reasons for your rankings of first and last based on your method of teaching.
4 lines
20.
Which of the following online gamification tool will you prefer for taking previous knowledge of students in your method of teaching in online setting and why? (99math.com, Mathplayground.com, Edpuzzle.com, Quizizz.com, and Nearpod.com)
4 lines
21.
Which of the following online gamification tool will you prefer for planning classroom instruction in your method of teaching in online setting and why? (99math.com, Mathplayground.com, Edpuzzle.com, Quizizz.com, and Nearpod.com)
4 lines
22.
Which of the following online gamification tool will you prefer for giving practice in your method of teaching in online setting and why? (99math.com, Mathplayground.com, Edpuzzle.com, Quizizz.com, and Nearpod.com)
4 lines
23.
Which of the following online gamification tool will you prefer for evaluation in your method of teaching in online setting and why? (99math.com, Mathplayground.com, Edpuzzle.com, Quizizz.com, and Nearpod.com)
4 lines
24.
Which online gamification tool can be used for gamified homework? (Tick as many options)
a)
99math.com
b)
Mathplayground.com
c)
Edpuzzle.com
d)
Quizizz.com
e)
Nearpod.com
25.

What is gamified flipped classroom?

4 lines
26.
Which online gamification tool will you use for flipping your class and why? (99math.com, Mathplayground.com, Edpuzzle.com, Quizizz.com, and Nearpod.com)
4 lines
27.
Which tool among Edpuzzle.com, Quizizz.com, and Nearpod.com are you interested in implementing in your physical classroom, and what is the rationale behind your choice, considering their perceived significance?
4 lines
28.
Describe potential challenges you might encounter when implementing gamification in a secondary school physical classroom in India and suggest a solution if you have any.
4 lines
29.
What aspects of gamification do you believe facilitate learning?
4 lines
30.
Do you believe it's essential to include concepts like gamification, flipped classroom, gamified homework, and gamified flipped classroom in teacher education syllabus, aligning with NEP 2020's emphasis on integrating gaming into education?
a)
Yes
b)
No