Social Networking and Gamification Quiz

Social Networking and Gamification Quiz

6th - 8th Grade

11 Qs

quiz-placeholder

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Social Networking and Gamification Quiz

Social Networking and Gamification Quiz

Assessment

Quiz

Education

6th - 8th Grade

Hard

Created by

Kristina Faust

FREE Resource

11 questions

Show all answers

1.

MULTIPLE CHOICE QUESTION

1 min • 1 pt

Which of the following options represents an ethical use of social media for teaching and learning in the classroom?

Utilizing student names or faces on social media platforms with parental consent

Using guidelines to establish safe and responsible interactions among students on classroom-related social media pages

Sharing memes without any offensive language

All of the above

2.

MULTIPLE CHOICE QUESTION

1 min • 1 pt

What is NOT considered an ethical use of social media in the classroom setting for teaching and learning?

Connecting with and adding students on "personal" social media accounts.

Allowing monitered interactions between students on classroom-related pages.

Promoting digital citizenship practices by establishing rules and expectations.

Using respectful language online with peers.

3.

MULTIPLE CHOICE QUESTION

1 min • 1 pt

Which of the following is an advantage of incorporating digital games into the classroom?

The game incorporates academic content to enhance student learning.

Some games feature stimulating complex puzzles and problems.

The games can be played multiple times and offer various approaches.

All of the above

4.

MULTIPLE CHOICE QUESTION

1 min • 1 pt

How does gamification impact the recall of information?

It decreases the functioning of the hippocampus.

It has no effect on memory retention.

It stimulates the hippocampal memory, promoting storage of new information.

It inhibits the release of dopamine, leading to decreased focus.

5.

MULTIPLE CHOICE QUESTION

1 min • 1 pt

Which of the following options represents an ethical use of gamification in the classroom?

Using gamification can enhance student engagement and motivation in the learning process.

Implementing gamification to increase competition among students and reward high achievers.

Using gamification as a form of entertainment for students that is unrelated to the curriculum.

Utilizing gamification to collect personal data and track students' behaviors without informed consent.

6.

MULTIPLE CHOICE QUESTION

1 min • 1 pt

Class social media pages and groups can be safe for classroom use when appropriate precautions and safeguards are implemented by teachers, students, and parents.

True

False

7.

MULTIPLE CHOICE QUESTION

1 min • 1 pt

Which of the following is NOT an effective method of using social media within the classroom?

Using a Facebook Page to share important class related updates and alerts.

Using Facebook direct messaging to send an innapropiate meme to selected students.

Creating a classroom blog for content related discussions.

Sharing school events and photos.

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