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Social Networking and Gamification Flashcards | StudBud
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Social Networking and Gamification
Social Networking and Gamification
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Flashcards
10 cards
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Questions
10
Answers
1
What are some benefits of using gaming in the classroom?
Complete a cake recipe
Problem solving skills, collaboration, memory improvement
A trip to Aruba
2
How can digital citizenship help students?
It teach them how to ride a bike
It teach them how to be safe, respectful and cautious online
It help them sing
3
Cyberbullying doesn’t exist it is just a trending word that everyone uses.
False
True
4
Gaming is a huge and growing industry, reaching nearly every home and many schools.
False
True
5
Several school districts are restricting the use of Facebook, Twitter, and other social media platforms.
False
True
6
Games are dismissed by some psychologists and educators as having little educational value.
False
True
7
What is FERPA-compliant regulations role?
It controls the traffic
It provide fuit and vegetables
It Protects the privacy of students
8
To locate games that match national, state, and local educational standards can be challenging.
True
False
9
What are some Ethical concerns about using social media and gamification in the classroom?
Go to target for candy
Attend a concert
veracity and value of games, protection of privacy using social media.
10
How can social networking benefit in a classroom?
Clean the house
1- Increase communication, provide educational resources
Eat an apple pie