Benefits of Gamification Quiz

Benefits of Gamification Quiz

9th Grade

8 Qs

quiz-placeholder

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Benefits of Gamification Quiz

Benefits of Gamification Quiz

Assessment

Quiz

Other

9th Grade

Hard

Created by

Chris Bond

Used 2+ times

FREE Resource

8 questions

Show all answers

1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Media Image

Who is often credited as the scientist that first published the Periodic Table of Elements?

Isaac Newton

Albert Einstein

Marie Curie

Dmitri Mendeleev

Answer explanation

Dmitri Mendeleev is often credited as the scientist who first published the Periodic Table of Elements.

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Media Image

What is one of the definitions of gamification?

Using cards to categorize elements

Playing video games in everyday use

Using game elements to make non-games more enjoyable

Engaging in brain games for cognitive development

Answer explanation

Gamification is the use of game elements to enhance non-games, making them more enjoyable and engaging.

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Media Image

How did Mendeleev use gamification to categorize the elements?

By listing each element and other information on a card and placing them face up on a table

By playing video games to understand the relationship of each element

By using brain games to enhance cognitive development

By creating a game-like atmosphere in the classroom

Answer explanation

Mendeleev used gamification by listing each element and other information on a card and placing them face up on a table. This method helped categorize the elements accurately.

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Media Image

What is one benefit of gamification in cognitive development?

Increase in brain activity for adequate development

Improvement in physical development

Increase in classroom engagement

Enhancement of accessibility in the classroom

Answer explanation

Gamification in cognitive development can increase brain activity, aiding in adequate development.

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Media Image

What did a study on gamification in the classroom find?

The game-like atmosphere hindered productivity

The game-like atmosphere increased productivity

The game-like atmosphere decreased productivity

The game-like atmosphere had no effect on productivity

Answer explanation

A study found that the game-like atmosphere in the classroom increased productivity.

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Media Image

How can gamification be used as a teaching tool for students diagnosed with autism?

Through the use of brain games and cognitive development

Through the use of a game-like atmosphere in the classroom

Through the use of cards and categorization

Through the use of video games and gamification

Answer explanation

Gamification can be used as a teaching tool for students diagnosed with autism by incorporating video games and game-like elements, which engage and motivate them in the learning process.

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Media Image

Where can gamification be used besides the classroom?

At home for homework and learning

In brain games for cognitive development

In physical exercise for adolescents

In the development of the Periodic Table

Answer explanation

Gamification can be used at home for homework and learning, making it an effective tool for engaging students outside the classroom.

8.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Media Image

What is one of the benefits of gamification according to Mendeleev's example?

It is a buzzword that should be ignored

It is only effective for certain subjects

It can only benefit students with high academic achievement

It can have an impact on all students despite their prior academic achievement

Answer explanation

Gamification can impact all students, regardless of their prior academic achievement.