1) 1. What is one major impact of technological developments on ESL learning in the 21st century? a) A. Students rely more on printed textbooks b) B. ESL classrooms become more technology-oriented c) C. Teachers no longer play a role in language learning d) D. Internet access becomes unnecessary 2) 2. How do gamified language learning apps differ from traditional CALL tools? a) A. They only focus on grammar drills b) B. They remove the need for internet connection c) C. They offer more interactive, user-centered, game-like experiences d) D. They are less motivating than traditional methods 3) 3. According to Deterding et al. (2011), what is the main goal of gamification? a) A. To replace teachers in the classroom b) B. To make learning more competitive only c) C. To motivate users and increase activity through rewards d) D. To reduce learners’ exposure to the target language 4) 4. Which of the following is a common feature of gamification? a) A. Eliminating progress tracking b) B. Levels, points, badges, and leaderboards c) C. Textbook-based learning only d) D. Removing competition among students 5) 5. How can digital tools like Kahoot and Quizizz support ESL learning? a) A. By creating fun and engaging formative assessments b) B. By replacing reading and writing activities entirely c) C. By limiting the number of students involved d) D. By discouraging collaboration in the classroom

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