Gamification

Gamification

University

10 Qs

quiz-placeholder

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Gamification

Gamification

Assessment

Quiz

Education

University

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10 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Media Image

How many years have passed since CALL emerges till now?

30 years

50 years

25 years

40 years

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Media Image

Duolingo, Classdojo and Quizizz, what are these apps called?

language learning applications

fun learning applications

online game

outdoor application

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Media Image

what is the definition of "gamification" concept?

games, games, GAMEESS!!

playing games while learning

the use of game design elements in non-game contexts

learning considered as games

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Media Image

Since when did Computer-Assisted Language Learning (CALL) have been integrated?

2010s

1990s

2000s

1960s

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Media Image

Who defined gamification?

Trending, Nixon, Khaleed and Neck

Deterding, Dixon, Khaled and Nacke

tethering, Nox, Khled and Necklace

Reading, Naix, LED and Brace

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Media Image

What app(s) have the ability to help teachers create summative or formative quizzes within minutes

Edmodo

Kahoot and Quizizz

Classly

Class Dojo

7.

MULTIPLE CHOICE QUESTION

45 sec • 1 pt

Media Image

What is one of the advantages given by Class Dojo?

can help teacher implement gamification

acquire new language

give teacher ability to track, share and assess students’ participation

interact, compete, and compare their progress with other

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