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

순위표

비주얼 스타일

옵션

템플릿 전환하기

자동 저장된 게임을 복구할까요?