1) The learning process occurs as a result of playing a game in: a) Game Based Learning b) Gamification c) Instructional Play 2) Adding game elements to traditional class activities is called: a) Gamification b) Game Based Learning c) Instructional Play 3) One of the earliest ways that we engage in learning is through: a) Taking Notes b) Games & play c) Lectures 4) Research shows that game based learning can increase: a) Student Motivation b) Cognitive Success c) ALL OF THESE 5) Board games, real-life games, and digital games are all common examples of: a) Game-Based Learning b) Gamification 6) Badges, leaderboards, and point systems for class activities are common examples of: a) Game-Based Learning b) Gamificaton 7) One way to enhance the game-based learning experience is to: a) Let the students create their own game and others can play it b) Only use games for unit review c) Only use one type of game in your class 8) Instructional activities use for enjoyment and recreation, not solely for academic purposes, is called: a) Instructional Play b) Gamificaton 9) Game play stimulates the production of this "happy hormone": a) Insulin b) Melatonin c) Dopamine 10) Game play stimulates this part of the brain that is linked to memory: a) Hippocampus b) Pituitary gland c) Brain stem 11) Game play, curiosity, and entertainment prepare the brain to learn. a) TRUE b) FALSE 12) Game based learning can help students learn by: a) Providing informative feedback b) Keeping them engaged in the material c) ALL OF THESE 13) Research shows that game based learning can foster and improve social emotional learning in the classroom. a) TRUE b) FALSE 14) The 4 C'S to "Power Up" game based learning the classroom are: a) Choice, Community, Creativity, Collaboration b) Choice, Clarify, Connect, Celebrate c) Christmas, Cookies, Coffee, Chocolate 15) A spinning wheel for topics, randomizer for groups, etc. are examples: a) Gamification b) Game Based Learning
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Game Based Learning
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