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NLB Gamification Flashcards | StudBud
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NLB Gamification
NLB Gamification
20 terms
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StudBud Administration
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30 plays
Quiz game on the concepts of gamification as it relates to education & Marketing.
Flashcards
20 cards
F
Practice quiz
P
Host live
L
Questions
20
Answers
1
What do you call it when you add game mechanics into a non-game context?
Gamification
Gameoligize
Edutainment
Gamesies
2
Which one of these is not part of the Game elements Hierarchy?
Mechanic
Dynamics
Avatar
Component
3
In marketing, the implementation of gamification is to create ....
Product customization
Product familiarisation
All of the above
Product Exposure
4
LifeSaver: Crisis & TrendMicro : Cyber attack implemented these 2 approaches to gamify their apps ....
Free gift
Free hotel stay
Simulation & strong stolyline
Strong Marketing
5
What popular 80s/90s game helped in the learning of geography? (while also solving mysteries)
Game of Thrones
Super Mario Brothers
Civilization
Carmen Sandiego
6
What game-based quiz site are you on now?
Trivia Crack
Kahoot
Quizlet
Socrative
7
This type of motivation refers to behavior that is driven by external rewards such as money, fame, grades, and praise.
Inclusive Motivation
Estatic Motivation
Instrinsic Motivation
Extrinsic motivation
8
Which of the following is NOT required for an activity to be considered a game?
Winner
Feedback
Rules
Goals
9
Symbols of achievements
that is collected in games are called ____.
Coins
Leaderboards
Pins
Badges
10
Which of these apps uses Gamification to it's full advantage?
Duolingo
Instagram
Telegram
Facebook
11
What is the essence of
gamification
?
Gaming in the Classroom
Giving Badges & Rewards
Increasing Motivation & Engagement
Changing Behaviors
12
I need to be a "gamer" to understand the concepts and goals of gamification.
TRUE
FALSE
13
The average age of game player is __ years old.
15
30
25
20
14
Which turn-based game helps students learn politics, history, and economics?
Batman
Civilization
Super Mario Bros.
The Sims
15
To gamify something, I need to create a full game experience to be successful.
TRUE
FALSE
16
Gamification will require me to change everything about my classroom.
FALSE
TRUE
17
Gamification can only be applied to Product & services only...
True
False
18
Some universities carried out experiment on the efficacy of learning through gamification. How much is the increase?
45%
90%
20%
No change
19
Which popular "amusing" game helps teach basic physics, math, economics, and marketing?
The Sims
Grand Theft Auto
Lemonade Stand
Roller Coaster Tycoon
20
Gamification of product and services is to...
All of the above
Increase engagement & user experience
Increase product/service exposure
Provide Product/service customization