Allisyn Levy - BrainPOP - GameUP
Interactive Video
•
Mathematics
•
4th - 5th Grade
•
Hard
Wayground Content
FREE Resource
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7 questions
Show all answers
1.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What was one of the main challenges the speaker faced when using educational games in the classroom?
Finding games that were free
Getting students interested in games
Finding games that were fun
Locating games that aligned with the curriculum
2.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Which organizations does BrainPOP partner with to develop educational games?
Local schools
Government agencies
Universities, museums, and indie developers
Private corporations
3.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What surprising trend did BrainPOP notice about the popularity of their games?
Games were less popular than videos
Games surpassed the popularity of videos
Games were only popular among younger students
Games were not used by teachers
4.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What was the focus of the research study conducted with the Joan Ganz Cooney Center?
Student performance in math
Teacher attitudes towards digital games
Parent involvement in education
The cost of educational games
5.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
How are teachers using games according to the study funded by the Gates Foundation?
As a reward for good behavior
To entertain students during breaks
To replace traditional textbooks
As a tool for formative assessment
6.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is one way teachers can use GameUp to introduce new concepts?
By using games only for review sessions
By letting students choose any game they like
By using games to introduce topics before formal teaching
By assigning games as homework
7.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is a key benefit of game-based learning mentioned by the speaker?
It is cheaper than traditional methods
It engages students and fosters a desire to learn
It makes students more competitive
It reduces the need for teachers
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