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Gamification in Education
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The forgetting curve shows that learners will forget an average of ___%__ of what they have learned within the first seven days.
90%
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Completing a task, laughter, receiving rewards, and being active all increase mood. Name the 4 "happiness" brain chemicals.
Dopamine, Serotonin, Oxytocin, Endorphin
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What is a another name for a character in a game?
avatar
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Gamification is an opportunity for you and students to think outside the _____. Tasks are no longer about filling in a worksheet or reading an article!
box
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Students may uncover intrinsic ______ for learning the content.
motivation
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Gamification creates a more relaxed atmosphere in regards to failure, since learners can simply try _______.
again
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Use self-reflection as a tool after playing a game. Allow students to see achievements and how they compare with ______.
others, peers
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Consider the unique needs of the ______ and give the "player" control, create a story, or build opportunity for peer connection.
students, learners
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Try different forms of rewards as progress indicators: virtual or class points, badges, or leader boards. These replace points in the _______.
gradebook
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An increase in student _________ is natural when game-based elements are applied to learning materials.
engagement
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When designing a game, ensure that there is a goal or _______to reach for.
target, objective
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You can use points and advancing to the next _____ in many non-game contexts!
level
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Examples of game elements that can be used to engage and motivate learners include narrative, which means there is a ______ to the game.
story
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Gamification in learning uses game-based elements such as point __________ and peer competition.
scoringÂ
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Learners learn best when they are having _____
FUN!
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