1) Gamification is the application of game-design elements and game principles in non-game contexts. a) True b) False 2) Characteristics of gamification a) You can earn money. b) Purpose, progress, pressure, position, and play. c) It's like a video game. d) It helps you to have fun while learning. 3) Disadvantages: increase learner engagement, provide instant feedback, and boost motivation with features. a) True b) False 4) Advantages: High cost of development, diminished value over time, and masked quizzes. a) True b) False 5) An example of a gamification tool a) Halo b) Kahoot! c) Among us d) Duolingo 6) VR and AR are the same a) True b) False 7) Who was the first to use the term "virtual reality"? a) Morton Heilig b) Mark Zuckerberg c) Jaron Lanier d) Kenneth «Kenny» McCormick 8) How many categories does VR have? a) 1 b) 2 c) 3 d) 4 9) For AR you can use your smartphone a) True b) False 10) Applications of VR and AR a) Games & entertainment. b) Military training. c) Healthcare industry. d) Travel & tourism. 11) Which is an advantage or a disadvantage of the metaverse? a) Cybercrime. b) Better online social interactions. c) Improvements in online learning and education. d) Lack of moderation.

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