1) These are the Characteristics of Gamification, except ... a) Level b) Points c) Progress Bar d) Subscribe 2) Since the 1960s, the use of Computer-Assisted Language Learning (CALL) has empowered learners to take part in wide range of online exercises aimed at preparing and improving students’ speaking, listening, reading, and writing skills—starting from drill-and-practice activities to translation exercises, and even e-learning. a) True b) False 3) These are some Gamification Apps, except ... a) Duolingo  b) Kahoot c) Evernote d) Quizziz 4) Gamification is found as a new language learning strategy. a) False b) True 5) Users gain points for each correct answer, or when the complete certain tasks which later can be used to redeem rewards is the part of ... a) Level b) Points c) Leaderboard d) Progress Bar

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