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

Quiz
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Other
•
9th Grade
•
Hard
Chris Bond
Used 2+ times
FREE Resource
8 questions
Show all answers
1.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
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
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
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
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
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
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
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
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.
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