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Gamification in Education

Quiz by Rebecca Crocker

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7 questions
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  • Q1
    What is gamification in education?
    Creating educational board games.
    Teaching about video games in school.
    Using game elements and game design techniques in educational settings.
    Using virtual reality in education.
    Playing games during classroom breaks.
    30s
  • Q2
    Which of the following is a potential benefit of gamification in education?
    Decreased classroom management issues.
    Better test scores.
    Improved school facilities.
    Higher teacher salary.
    Increased student motivation and engagement.
    30s
  • Q3
    Which of the following is an example of a gamified element in education?
    Attending lectures.
    Earning badges for completing tasks.
    Reading textbooks.
    Taking pop quizzes.
    Watching educational videos.
    30s
  • Q4
    What is the purpose of using levels in gamification in education?
    To eliminate competition among students.
    To provide a sense of progression and challenge.
    To track attendance and participation.
    To increase the difficulty of learning tasks.
    To promote collaboration and teamwork.
    30s
  • Q5
    What is the purpose of using points in gamification in education?
    To reduce classroom distractions.
    To determine student grades.
    To motivate and track student progress.
    To limit access to educational resources.
    To encourage competition among students.
    30s
  • Q6
    What is a quest in gamification in education?
    A virtual reality simulation.
    A game played during recess.
    A punishment for misbehavior.
    A classroom activity without specific goals.
    A learning task or assignment with a clear objective and a narrative context.
    30s
  • Q7
    Which of the following is a potential drawback of gamification in education?
    Increased classroom management issues.
    Decreased collaboration among students.
    Overemphasis on rewards instead of intrinsic motivation.
    Limited access to educational resources.
    Decreased student engagement.
    30s

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