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Q 1/34
Score 0
an icon or figure representing a particular person in a video or internet games
30
avatars
Q 2/34
Score 0
way of tracking behavior, keeping score and providing feedback
30
points
34 questions
Q.
an icon or figure representing a particular person in a video or internet games
1
30 sec
Q.
way of tracking behavior, keeping score and providing feedback
2
30 sec
Q.
structured representation of progress; stage of difficulty
3
30 sec
Q.
graphic measure of movement towards a goal
4
30 sec
Q.
a search for something
5
30 sec
Q.
place where earned and acquired resources are displayed
6
30 sec
Q.
representation of the relationships on a social network
7
30 sec
Q.
new to the game
8
30 sec
Q.
experienced with the game
9
30 sec
Q.
expert with the game
10
30 sec
Q.
training a new player to use the game
11
30 sec
Q.
performing the basic actions and skills of the game
12
30 sec
Q.
time to practice the basic actions with short term goals
13
30 sec
Q.
hardest challenge and long term goal; required to level up
14
30 sec
Q.
achieve a higher level of difficulty
15
30 sec
Q.
visual media used to tell a story
16
30 sec
Q.
visual indicators used to communicate
17
30 sec
Q.
prizes or desired objects that players can collect
18
30 sec
Q.
what, when and how rewards are given
19
30 sec
Q.
features to be avoided that give players as reason not to play the game
20
30 sec
Q.
where players can play the game
21
30 sec
Q.
level of interaction with social media networks
22
30 sec
Q.
includes the kinds of measurements that most effectively describe how the gamified system measures the player's progress toward the goals
23
30 sec
Q.
includes the kinds of behaviors that the gamification is trying to motivate or change. Players may have the opportunity to "level up" once certain behaviors and skills are demonstrated.
24
30 sec
Q.
includes the kind of rewards the system offers and gives
25
30 sec
Q.
are given when a player achieves a certain goal (measurement and behavior.
26
30 sec
Q.
structured representations of progress (measurement and behavior). They give a player status.
27
30 sec
Q.
show which players have achieved the highest goals (measurement and behavior). They give a player status (reward).
28
30 sec
Q.
show how close a player is to reaching a certain goal (measurement and behavior). It is also a measurement of how close a player is to receiving a reward.
29
30 sec
Q.
given to a player to use within a system. It can be given as a reward when a player reaches a certain goal (measurement and behavior)
30
30 sec
Q.
rewards based on measurement and behavior that give a play status by recognizing achievement.
31
30 sec
Q.
allow users to measure their skills against others. The competition often inspires better behaviors to gain more status which makes the game experience more social.
32
30 sec
Q.
rules, design and tools intended to produce a game play.