1) The following are the characteristics of gamification, except .. a) Levels: users make some efforts to gain new goals or skills by completing the previous set of goals. b) Progress Bar: users can see their progress from a visual representation of their achievements. For example, how many correct answers they can get or how many percent new skills are acquired. c) Earn money: users can gain money from the games they play. 2) Gamification has been used not only in language learning but also in other fields, for example ... a) marketing b) health c) farming 3) These digital tools can help teacher implement gamification in ESL learning, except ... a) Class Dojo b) PUBG c) Socrative 4) Edmodo is a secure social networking for education purpose with Gamification components like badges and missions. It can be used as an expansion of learning platform beyond the classroom walls. Is it true? a) Yes, it is true. b) No, it is not true. 5) Where is the following statement wrong? a) Class Dojo doesn’t allow the parents to access the system. b) Class Dojo allows parents to access the system.
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Gamification
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