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Module

Gamification and Self-Direct Learning: The Use of Mobile Applications in Education and Lifelong Learning

Interactive Test


Chapter 9

You have to answer all the questions to get your score


Question n° 1/16
For Huizinga, within his text "Homo ludens" (1939), the game came as a consequence of the culture, being a completely different thing comparing to the animals behaviour.

True
False
Question n° 2/16
Caillois says that the game must be an activity: free, separate, uncertain, unproductive, regulated and fictitious.

True
False
Question n° 3/16
Despite there are not much evidences of the useful aspect of the videogames for the education, they can have a positive impact on the players, and in their personality.

True
False
Question n° 4/16
When the educators have to find a balance between their objectives and the play activities they are going to plan, they don’t consider any difference between “play” and “game”, both have a purpose and are made of a structure and scheme.

True
False
Question n° 5/16
An important tool in terms of Gamification is the MDA framework, which formally describes the three main components of the game design, the central one concerns the Aesthetics, that it represent the “artistic” dimension of the game.

True
False
Question n° 6/16
Players are likely to be classified according to their behavior within the fiction of the game, despite being different types of games. Bartle identified four types: Achiever, Explorer, Socializer and Killers.

True
False
Question n° 7/16
In the digital technological form, the video game “text” is the only cultural product that can be defined as “resident” as video games are born on the computer for the computer.

True
False
Question n° 8/16
The introduction of electronic media affects everyone in the same way and therefore there are no significant differences between the generations of digital natives and those so-called "migrants" or "residents".

True
False
Question n° 9/16
Using interactive Videogames for educational purposes simply requests to use and integrate verbal and text based knowledge in a game plan context.

True
False
Question n° 10/16
With “Nike Plus” you can get real-time feedback constantly from your performances, that’s helpful as an incentive to improve, and could be connected to a system of virtual rewards through internet.

True
False
Question n° 11/16
“Ghost of a Chance” offers the sensation of “feeling part” of the museum’s members, meeting two ghosts at the beginning.

True
False
Question n° 12/16
“Decoder” is a helpful game to activate the front-parietal network of the brain, and if you train it, it improves our ability to memorize numbers.

True
False
Question n° 13/16
“Museum of the '900 in Mestre - M9” has the aim of telling the Italian story of the 20th century in a global perspective, but telling it not through the major events but taking into account the transformation of everyday life.

True
False
Question n° 14/16
The Open Palazzo Pianetti project was born to facilitate the approach of a new target to art and culture.

True
False
Question n° 15/16
“Arloopa” makes the real world into interactive and content-rich experiences using augmented reality, image recognition and computer vision technology.

True
False
Question n° 16/16
The marketing environments of the company as well as the educational and humanistic ones are the ones concerned by the methodological approach that Gamification represent nowadays.

True
False
You have to answer all the questions to get your score



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The V4T - Videogames 4 Teachers project © 2018