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Social Networking and Gaming in the Classroom

Authored by Jessica Graham

Education

Professional Development

Used 1+ times

Social Networking and Gaming in the Classroom
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10 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

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  1. True or false: Gaming helps develop a sense and ability to be persistent.

True

False

Answer explanation

According to Cassie (2018), students develop skills in persistence through gaming. This is one of eight principles of gamified learning.

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

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True or false: Gaming helps students make meaning because through gamified experiences they can connect an action with an idea.

True

False

Answer explanation

True: Gaming helps students immerse themselves in a world thereby linking a simulated experience with a concept, which leads to engagement and understanding (Gee, 2007).

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

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  1. True or false: Students can communicate with each other using social networking sites to share research resources.

True

False

Answer explanation

Sites like Pinterest, Flipboard and Diigo are social networking sites groups or individuals can utilize for sharing and organizing research. Each has its own particular function with varying levels of visual appeal. Some are available as browser extensions that make their utility simple.

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

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  1. What ethical implications should teachers be aware of when using social media and gamification in the classroom?

Access to appropriate content

Alternate methods of accessing content

Establishing norms for friendly competition

All of the above

5.

MULTIPLE CHOICE QUESTION

30 sec • Ungraded

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What is a non-example of promoting the safe and acceptable use of classroom games and social networking?

Creating the element of surprise

Establishing the norm of friendly competition

Rewarding individualism over collaboration

6.

OPEN ENDED QUESTION

3 mins • 1 pt

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  1. What is the FIRST question an educator should ask themselves when developing a gamified experience?

Evaluate responses using AI:

OFF

7.

FILL IN THE BLANKS QUESTION

1 min • 1 pt

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Transactional games best fit the (a)   psychological theory.

Answer explanation

“Gamification of education is a developing approach for increasing learners’ motivation and engagement by incorporating game design elements in educational environments.” (Dichev & Dicheva, 2017).

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