Understanding Gamification and Digital Privacy

Understanding Gamification and Digital Privacy

1st Grade

10 Qs

quiz-placeholder

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Understanding Gamification and Digital Privacy

Understanding Gamification and Digital Privacy

Assessment

Quiz

Instructional Technology

1st Grade

Practice Problem

Hard

Created by

Hector Veronica

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10 questions

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1.

MULTIPLE SELECT QUESTION

1 min • 1 pt

Which Minecraft modes are most popular?

Creative

Survival

Spectator

Adventure

Answer explanation

Creative Mode allows players unlimited resources and access to all game items and players can focus on building and designing without any restrictions. Players can enjoy creativity and construction. Survival mode is a more “gamified” Minecraft mode where players can gather resources, build structures, and fend off hostile creatures (DE-Fastlink, 2024).

2.

MULTIPLE CHOICE QUESTION

1 min • 1 pt

Social media postings can include photographs or videos that are not your own or licensed.

True

False

Answer explanation

  1. Social media postings should not include photos or videos that are not your own or licensed, even though they can increase engagement and sharability. The use of photos and videos that are not yours are prohibited by copyright and intellectual property laws (Texas State University, 2024).

3.

MULTIPLE CHOICE QUESTION

1 min • 1 pt

Which of the following DOES NOT apply to gamification?

Gamification taps into basic human desires such as need for recognition, reward, status, and achievement.

Gamification allows individuals and teams to compare accomplishments and engage in friendly competition.

Gamification can help students take action to protect their digital privacy on devices and manage their personal data.

Gamification has been shown to relieve stress and clear the brain of distractions.

Answer explanation

Gamification allows for people’s need for recognition, reward, status, and achievement to develop. It includes an innate love of competition and collaboration; and the human desire for self-expression and altruism (Jacobs, 2025).

4.

MULTIPLE CHOICE QUESTION

1 min • 1 pt

Which ISTE student standard DOES NOT apply to social media?

Students demonstrate empathetic, inclusive interaction online.

Students use technology to improve their practice and to demonstrate their learning in a variety of ways.

Students safeguard their well-being by being intentional about what they do online.

Students take action to protect their digital privacy on devices and manage their security online.

Answer explanation

Even though all the answers are ISTE students standards, the use of technology to improve their practice and demonstrate their learning in a variety of ways if more geared to gamification than social media (ISTE, 2017).

5.

MULTIPLE CHOICE QUESTION

1 min • 1 pt

Which of the following IS an ISTE standard for educators regarding social media?

to demonstrate empathetic, inclusive interactions online and use technology responsibly.

to safeguard their well-being by being intentional about what they do online.

to protect their digital privacy on devices.

to mentor students in safe, legal, and ethical practices with digital tools.

Answer explanation

Even though all these are ISTE standards, only the correct choice, mentoring students, applies to educators (ISTE, 2017).

6.

MULTIPLE CHOICE QUESTION

1 min • 1 pt

Games are explicit in their learning objectives, and learning becomes a byproduct of the game.

True

False

Answer explanation

Games allow players to learn on a subtextual level and secondary learning outcomes. They are well known for abstracting complex issues down to basic problems that users can interact with and begin to understand (Teng, 2014).

7.

MULTIPLE CHOICE QUESTION

1 min • 1 pt

  1. Games provide us with challenges to overcome, and if we make mistakes, we can try again and identify gaps in our knowledge.

True

False

Answer explanation

Students normally are absorbing and applying knowledge to pass a test. In a game, players are doing so because they want to explore and progress voluntarily. Players have intrinsic motivation in games and in doing so, they are willing to think about how to solve problems (Teng, 2014).

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