Gamification

Gamification

Professional Development

6 Qs

quiz-placeholder

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Gamification

Gamification

Assessment

Quiz

Education

Professional Development

Practice Problem

Hard

Created by

Dongdong Chen

Used 3+ times

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6 questions

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1.

MULTIPLE CHOICE QUESTION

1 min • 2 pts

Media Image

The description of educational gamification is incorrect

Gamification in education provides opportunities for teaching to address student engagement and active learning

Gamification can change the rules, but it can also affect students’ emotional experiences, their sense of identity and their social positioning

Gamification in education does not require standards, and as long as the game is fun, it may allow students to permanently change their behavior

Understanding the role of gamification in education, therefore, means understanding under what circumstances game elements can drive learning behavior. M

2.

FILL IN THE BLANK QUESTION

1 min • 2 pts

Gamified education can _____ _____, allow students to engage more deeply, and even change their self-concept as learners.

3.

MULTIPLE SELECT QUESTION

1 min • 2 pts

Media Image

What emotions the game inspires?

from curiosity to frustration to joy

optimism and pride

help players persist through negative emotional experiences and even transform them into positive ones

Frustration

4.

FILL IN THE BLANK QUESTION

1 min • 2 pts

Gamification can help students ask,

“If I want to master school, what do I do next?” It gives students clear, actionable tasks and promises them

______ rewards instead of vague long-term benefits.

5.

MULTIPLE CHOICE QUESTION

1 min • 2 pts

Media Image

What is true about gamification and schools?

The strengths of gamification and schools can be complementary,together they are only better in every way

Gamification in education does not fail, it only makes students more actively engaged in learning

Gamification can motivate students to engage in the classroom, give teachers better tools to guide and reward students, and get students to bring their full selves to the pursuit of learning.

All are not correct

6.

MULTIPLE CHOICE QUESTION

1 min • Ungraded

Media Image

Which case of educational in gamification do you think is better?

Read book

Set "experience points" for each book, and each book will have a corresponding breakthrough session (ask questions according to the content of the book), and complete the level to obtain additional "experience points". After accumulating a certain amount of experience points, you can earn titles such as: "Reading Elite", "Reading Expert", "Reading Master", and you can get some corresponding rewards.

Word learning

Use the form of drawings to express the meaning of words

When the teacher is in class, he tells a student a word or phrase, and student draws and asks other students to guess which word or phrase the picture corresponds to

Word treasure hunt

Let students form a fixed treasure hunt group, themed and scene the words that need to be learned every week, and let students preview the content of the topic in advance through games.

For example, this week will learn food-related words or phrases, you can set up desert island adventure scenes, let students prepare in advance which foods are easy to preserve, write words on cards as food reserves for each group, and after the class starts, the teacher will explain according to the "food" prepared by each group, and give badges to outstanding groups.

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