1) Why is the approach named "gamification"? a) Because it uses the "games" environments into the teaching-learning process. b) Becauses it uses videogames consoles to learn. c) Because it's only for on-line Twitch players community members. 2) Applying gamification means that teachers… a) must become a leader and parental guidance. b) must become a guide/coach. c) must become an advisor. 3) Which generations could be more into gamification approach? a) Millenials and X. b) Gen-z & Gen-T c) Boomers and X. 4) What's the purpose of using games environments when educating? a) To locate people with high-tech learning tend profiles. b) To engage and increase the learners motivation when learning. c) None of the options. 5) Skills that has to be in gamification environments: a) PE and arts. b) Thinking and socioemotional skills. c) Maths and creativity. 6) Applying gamification means that learners… a) mustn't be self-oriented at learning goals and show applied performance. b) must be self-oriented at learning goals and show applied performance. c) must be social-oriented at goals and applied performances only. 7) Whom gamification is not recommended to? a) Boomers. b) Children 8 and under. c) Gen X 8) If learners aren't autonomous and active into its own learning a) gamification approach becomes useless. b) gamification approach becomes the best option. c) gamification approach turns into a regular classroom lessons.. d) ... 9) Information applied and which works in real life environment is a typical way of learning of… a) Boomers and Millenials b) Gen X c) Centennials and Alfas 10) Gens Z/T look for… a) Classical teachers roles. b) Embrace freedom when teaching. c) Leaving aside the classical teacher-classroom roles and environment.

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