1) Which one the correct characteristic of gamification? a) Levels b) Background c) Content d) Time 2) Gamification began to be applied on ...  a) 2016 b) 2012 c) 1990 d) 2010 3) Which includes examples of gamification for education purpose? a) Mobile Legend b) PUBG c) Edmodo d) Shopee 4) There are ... languages in Duolingo a) 5 b) 6 c) 7 d) 8 5) Which application that suitable to monitoring behavioristic for kids? a) Class Dojo b) Duolingo c) Kahoot d) Socrative

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