What is the writer’s main concern about students who play video games?, They prefer digital entertainment to physical activities, They waste financial resources on gaming, Gaming has a detrimental impact on their academic performance and mental state, They avoid interacting with others in real life, According to the text, why are video games particularly harmful to students?, They increase aggressive tendencies, They take up time that could be used for learning and may impair cognitive functions, They limit opportunities to build friendships, They distract students due to their high cost, What does the writer admit about gaming?, It offers no meaningful advantages, Its benefits apply only to certain age groups, It can be beneficial if kept within reasonable limits, It should replace conventional education methods, How does gaming affect students’ behavior in class?, They appear exhausted, and less willing to speak, They show greater creativity and involvement, They become more energetic and expressive, They contribute more actively to lessons, What is the writer’s attitude towards the idea of gamifying the syllabus?, Completely supportive and hopeful, Indifferent and undecided, Somewhat approving but careful, Skeptical and disapproving.

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