1) Which two are examples of active learning? a) Students watch a video outside of class b) Students watch a presentation by their tutor c) Students create a video or presentation on a topic d) Students take part in a simulation using Virtual Reality 2) Flow theory suggests we gain reward from being immersed in an activity. What does this increase? a) Grades b) Productivity c) Reluctance d) Motivation 3) What are potential benefits of using gamification in teaching and learning? a) Encourages peer competition b) Students learn everything from video games c) Boosts engagement and interactivity d) Real-time feedback for students e) Empowers students to take charge of learning f) Teachers can catch up on marking during lessons 4) Which of the following could potentially be used to create a gamified activity? a) H5P interactive content b) LEARN Games c) Mentimeter d) Socrative e) Quizizz f) Kahoot
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Active learning
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