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SIMULATIONSX
XPERIENTIAL NATURE OF OUR SIMULATIONS ENABLE THE DELEGATES TO LEARN BY DOING!
GAMIFICATION
Why is it important NOT to use a one-size-fits-all approach in gamification?
All games should be exactly the same
It’s cheaper to build a single model
Different audiences respond differently to game mechanics
Learners love surprises
Which of the following is NOT recommended in gamification?
Supporting autonomy
Encouraging shared purpose
Ignoring emotional responses
Designing for accessibility
What is the key purpose of gamification?
to allow students a competitive edge
to increase student engagement and retention
to make feedback more immediate
to offer creativity
What is NOT a game-element?
Storytelling
Leaderboard
All are game-elements
Roleplay
Creating an effective game or properly gamifying content requires great deal of design and upfront work so that to create a game that is both fun and instructional?
True
False
What is gamification in education?
Gamification is when school libraries allow computer access time for the purpose of gaming.
Gamification is when students would rather play games at school than learn.
Gamification is the application of game elements or a game framework to existing learning activities.
Gamification refers to offering students themed games during recess times at school.
What is game-based learning?
None of these is correct.
Builds mechanisms to repeat the key learnings as often as needed.
Develops alternate opportunities to redo assignments.
Designs learning activities that are intrinsically game-like.
Gamification is a fantastic technique that should be applied to all learning events?
True
False
How does the "interest curve" approach, used in gamification, differ from traditional instructional models that only focus on initial attention?
It maintains and builds learner interest through a carefully crafted sequence of events from start to climax.
It abandons any structured sequence and allows interest to evolve randomly over time.
It focuses solely on entertaining learners throughout the experience to keep them engaged.
It requires learners to self-direct their learning based on interest rather than a fixed curriculum.
Which of the following scenarios BEST illustrates the use of a "hook" in designing a learning experience?
A training module begins with a detailed breakdown of compliance regulations before asking learners to apply them in case studies.
A course on cybersecurity starts by presenting a real-life hacking incident that cost a company millions, asking learners what went wrong.
An instructional video starts with an overview of the course objectives and expected learning outcomes.
An eLearning program begins by testing the learner’s existing knowledge to identify gaps before instruction begins.
Which of the following is a common mistake in gamification?
Using storytelling
Offering feedback
Supporting intrinsic motivation
Over-relying on competition
Definition of Simulation in the context of gamification?
competition
learners as players
accurate portrayal of reality
controlled reality
What is an important feature of a successful gamified learning environment?
Static difficulty
Ambiguous rules
Meaningless rewards
Clear goals and feedback
Gamification is the process and serious-game is the output?
False
True
Which player type is focused on acting upon other players within the game world?
Explorers
Achievers
Socializers
Killers
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