Social Networking & Gaming in the Classroom

Social Networking & Gaming in the Classroom

6th - 8th Grade

10 Qs

quiz-placeholder

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Social Networking & Gaming in the Classroom

Social Networking & Gaming in the Classroom

Assessment

Quiz

Professional Development

6th - 8th Grade

Practice Problem

Hard

Created by

Stephanie Wang

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10 questions

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1.

MULTIPLE SELECT QUESTION

45 sec • 1 pt

What are social benefits of using gaming platforms in the classroom? Select all that apply.

Students can compete with each other in real-time

Students are more engaged

Students get more screen time

Students can practice critical thinking

2.

MULTIPLE CHOICE QUESTION

45 sec • 1 pt

How does using social networking tools like Edmodo benefit students’ learning?

It replaces classroom discussions

It creates unnecessary distractions during class

It allows students to work at their own pace and time

It allows students to ignore assignments

3.

MULTIPLE CHOICE QUESTION

45 sec • 1 pt

What is a major academic benefit of using game-based platforms like Kahoot! and Quizizz?

It requires no effort from students

It distracts students from lessons

It replaces homework assignments

It helps students memorize content through competition

4.

MULTIPLE CHOICE QUESTION

45 sec • 1 pt

Which of the following is an ethical implication of using social networking in the classroom?

Letting students set their own assignments

Maintaining students’ privacy and protecting their data

Encouraging students to share personal information freely

Allowing students to use the platform for non-educational purposes

5.

MULTIPLE SELECT QUESTION

45 sec • 1 pt

Which of these gaming apps provides immediate feedback to students, reinforcing learning and feedback loops? Select all that apply.

Quizlet

Kahoot!

Quizizz

Blooket

6.

MULTIPLE CHOICE QUESTION

45 sec • 1 pt

Why is it important to set guidelines for using social media platforms like Google Classroom in the classroom?

To prevent students from being distracted by personal use

To allow students to use any social media platform they want

To ensure students' privacy and maintain a safe online environment

To encourage students to share all their personal information

7.

MULTIPLE CHOICE QUESTION

45 sec • 1 pt

What is one way that gaming applications in the classroom can encourage collaboration?

By preventing students from discussing answers

By making all quizzes individual and private

By allowing students to work together in teams during quizzes

By eliminating team-based challenges

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