Imagine Abigail, Avery, and Harper are using social networking tools in their classroom. What social value might this bring?

Gaming Assessment

Quiz
•
Instructional Technology
•
Professional Development
•
Hard
NORMA RAMIREZ
Used 1+ times
FREE Resource
10 questions
Show all answers
1.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Increased collaboration and communication among Abigail, Avery, and Harper
Limited social interaction among students
Limited social interaction among students
All of the above
2.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Kai, Olivia, and Isla are discussing ways to improve classroom learning. They come across the concept of 'gamification'. How might gamification improve their classroom learning?
By eliminating the need for traditional assessments
By making learning more engaging and enjoyable
Isolating students while learning
Only a and b
3.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Avery, James, and Liam are having a debate about using social media tools for educational purposes. They are stuck on one point. Can you help them out? What is an ethical consideration they should keep in mind?
Encouraging students to share personal information online
Ignoring the terms of service of social media platforms
Respecting student privacy and data security
Restricting students' access to online resources
4.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Avery, Abigail, and Aiden are planning a classroom game that involves social media. How can they ensure everyone's safety and acceptable use of the platform?
Allowing unrestricted access to online platforms
Encouraging students to create anonymous profiles
Regularly monitoring and moderating online interactions
None of the above
5.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Imagine Benjamin, Aria, and Evelyn are playing a game in class. How can this game support both their social and academic development?
By encouraging unhealthy competition among them
By encouraging cooperation and problem-solving
By limiting their interaction to individual tasks
Both a and b
6.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Emma, Abigail, and Liam are having a debate. They are discussing why gamification in the classroom needs ethical consideration. Can you help them out?
To ensure fair and unbiased assessment
To increase student competition
Ignoring student motivation
Both a and b
7.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Imagine you are in a classroom with Jackson, Ava, and Henry. How can you ensure that social networking is safe for everyone?
Promoting student password sharing
Allowing anonymous interactions
Both a and b
Providing clear guidelines on online behavior
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