
Gamification in Education
Authored by Christopher Thorne
Education
Professional Development
Used 2+ times

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10 questions
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1.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
True or False: With scores and rewards being very powerful feedback tools, it is best to set rewards at key points throughout the lesson and to prioritize a certain standard of proficiency to encourage learners to do their best.
True
False
2.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What level of Aesthetic detail is needed to pull in a student?
A small amount, the educational material is more important.
Make a whole new game for each lesson.
Enough for your lessons to make sense and have a coherent narrative.
Copy and paste an entertainment level video game’s lore.
3.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Chance or Strategy, what makes a great Gamification lesson?
Strategy
Chance
Neither
An even mix
4.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
In "A Practitioner's Guide to Gamification of Education" what does Yu-kai Chou define gamification as?
The craft of deriving all the fun elements found in games and applying them to real-world activities.
The creation of a game out of an activity or common everyday action.
The development of a video game based on real-world or productive activities.
The trivialization of real-world activities blanding any elements of games.
5.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
When developing a gamification lesson, which of the following is a large limitation for developing such a lesson?
The timing of the class or lesson
The investment of the students
A game itself cannot be gamified
6.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
To even begin the developmental process of gamification, what is the greatest factor to think of first?
Available resources
Who the audience is
Time frame for the lessons
Permission by advisors
7.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Based on Figure 4, what would lead to more boredom and anxiety during a lesson?
High skill/time and low difficulty
Low skill/time and high difficulty
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