
Topic 3: Social Networking and Gamification Teacher Web Resource
Authored by Corina Perez
Education
1st - 5th Grade

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10 questions
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1.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is gamification?
A technology-based game that is used to enhance the learning experience for students.
A virtual game that students like to bully each other on.
2.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
This benefit is used for students and teachers to gain insight into how they are doing on a learning objective.
(Ryan, 2022)
Instant feedback/data and reinforcement
Engagement
Selecting wrong answers
Students do not have to use paper/pencil tests
3.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Which is NOT a benefit of utilizing social networking and gaming in the classroom?
(Ryan, 2022)
Students involved in high levels of engagement.
Improved retention
Students get hooked on learning.
Students get bullied.
4.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
This benefit allows students to see that their choices within the game result in consequences or rewards.
(Learn Light, 2023)
Offers real-time feedback
Student sees real-world applications
Enhanced learning experience
Creates an addition to learning
5.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
When students are involved in game-based learning, what is NOT a benefit that is seen?
(Learn Light, 2023)
More cooperation and motivation
Points can earn virtual prizes
Friendly competition
Lack of motivation and engagement
6.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is considered an ethical use of social media in the classroom for teaching and
learning?
(Digital Ethics: Responsible Social Media Practices for Educators, 2018)
Using student names or faces on social media without parent consent
Post memes with foul language .
Allow safe and responsible interactions between students on classroom related pages.
7.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is NOT considered an ethical use of social media in the classroom for teaching and
learning?
(Digital Ethics: Responsible Social Media Practices for Educators, 2018)
Friending or adding students on personal accounts
Practice digital citizenship
Maintain respectful identify online
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