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Simple example test questions about gamification
Typology: Exercises
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Game-based learning is generally defined as that which explains the direction and magnitude of behaviour, or in other words, it explains what goals people choose to pursue and how they pursue them. Is it true of false? a. True b. False All of theories have one thing in common: the .............. is at the center. a. Hero b. User c. Story d. Challenges
Management theory build to fit services started to seem applicable also for good marketing. Is it true or false? a. True b. False
A game gives us meaningful accomplishment and clear achievement, something that we don't always get from real life. Also, games are made for pure entertainment, where as gamification brings fun to business. a. Threshold effects b. A new discovery c. How are they different? d. What makes a game?
Game mechanics are story, ethics, and badges that are used as building blocks for gamifying a website or application. Is it true or false?
a. True
b. False
Gamers are players will refer to playing games as "gaming". Is it true or false?
b. False
Which one is not the basic elements of Gamification? Yanıtınız: a. Technology b. Story c. Badges d. Aesthetics
A game is a structured experience with clear goals, rules that force players to overcome challenges, and instant feedback. Which one is true selection for this explanation? a. What do games do for you? b. What makes a game? c. Poor design d. Playing games
A game gives us meaningful accomplishment and clear achievement, something that we don't always get from real life. Also, games are made for pure entertainment, where as gamification brings fun to business. Yanıtınız: a. Threshold effects b. A new discovery c. How are they different? d. What makes a game?
Games are played with an educational purpose. Which one is defined here? a. Game-Based Learning
Which of the following entrepreneurs is most associated with gamification today? a. Lewis Zimmerman b. Mark Zuckerberg c. Gabe Zichermann d. Steve Jobs
Gamification is the infusion of video game elements into every day, mundane activities. When used in business, it is a strategy to
answer: a. fantasy b. chanllenge c. interactions d. All of above
What term describes "the process of using game thinking and mechanics to engage audiences and solve problems"? Your answer: a. Gamification b. Game Theory c. Game Design d. Funware A flow
The flow experience itself comprises a emerging of action and ...... a sense of control over activity time disortation, telepresence. Your answer: a. awareness, concentration b. cognition, satisfaction c. free time, happiness d. None of above
Computer systems can also use motivational strategies which are the actions (or tactics) taken in order to scaffold learners’motivation toward tasks and goals of learning process and to make learning easier, faster, more enjoyable, more self directed,and more effective Is it true or false? true
For the purpose of defining gamification, three key concepts include. These concepts are management , customer and service. Is it true or false? Your answer: b. False
Game designers Rollings and Adams (2003) have defined gameplay as one or more casually linked series of challenges in a simulated environment. True
The purpose of gamification is also an interesting way of looking at the kind of ............... Your answer: a. requirement analysis b. system design c. mechanic systems d. generation processes
Two key concepts of the service approach, customer as .............. and ............ in use, help to explain the ubiquitous applicability of the service logic and the profound difference between the traditional, goods-dominant logic and the new service-dominant logic. Your answer: a. manifacturer - type b. co-producer - value c. player - missions d. user – motivation
The purpose of gamification ; emprical data shows that games are superiror at ............... Your answer: a. aspirational b. feel c. motivational and techniques d. perception C
Successful gamification requires to understand the motivations of these types of players in every context to design around them. Is it true or false? Your answer: a. True b. False
Goal of Gamification is to a. engage your customers better.
c. way, value, ethics. d. dopamin, hero, story.
I. Achievable Task, Clear Goals, Unpredictable Future II. Concentration, Control Over Actions, Comlexity III. Novelty, Suprise, Incomplete Information What are the elements contribute to flow? I II III
The general approach is to configure challenges based on actions that you are tracking, and reward yours users for reaching milestones with trophies, badges, and achievements. Is it true or false? TRUE
Game mechanics is ............... Yanıtınız: a. challenges b. points c. leaderboards d. all of above
All elements of game mechanics tap into this desire, even self- expression, but the use of leaderboards is central to display competitive results and celebrate winners. true
Games have some key elements that make them fun and interesting and keep people engaged. Which of the following game elements are important when designing a game to use in a classroom? a. fantasy b. chanllenge c. interactions d. All of above
Week 1 - 1) Finneran and Zhang (2003) which of model proposed?
Your answer:
a. person artifact task (PAT)
b. person cognitive task (PCT)
c. person social task (PST)
d. person walkthrough task (PWT)
Answer:A
?2) According to research Ryan Flow Theory is effective in what areas?
Your answer:
a. games
b. pyschological
c. engineering
d. anthropology
Answer:B
?3) Breakdown in the creation of computer based work environments, which need to be taken into account is the theory?
Your answer:
a. TAM
b. Flow
c. Cognition
d. Emotional
Answer:B
4) Game designers Rollings and Adams (2003) have defined ...... as one or more casually linked series of challenges in a simulated environment?
Your answer:
a. gameplay
b. dream
d)perception
Answer:C
1)For the purpose of defining gamification, three key concepts include. Which are these concepts? Your answer:
a. market , marketing systems and customers
b. management , coproducer and service
c. management , customer and service
d. service , service system and service package
Answer:D
2)Two key concepts of the service approach includes .............. as and ................. Your answer:
a. personal - service
b. customer and service
c. customer and value
d. service and management
Answer:C
3)…………………… build to fit services started to seem applicable also for good marketing. Your answer:
a. Marketing theory
b. Management theory
c. Perception theory
d. Distributed cognitive theory
Answer:A
4)………………. define service as "the application of specialized competences/ knowledge and skills, through deeds, processes, and performances for the benefit of another entity. Your answer:
a. Fayol and Skinner
b. Ericson and Vargo
c. Vargo and Lush
d. Vargo and Drucker
Answer:C
5)In the late ...............'s and early ............'s, a mandful of marketing scholars started forming a new school of thought for .............. concentrating on ................. because the ............... axioms were based on the exchange of physical goods. Your answer:
a. 1960 - 1970 , marketing - satisfaction / classial marketing
b. 1970 - 1980 , marketing - services / traditional marketing
c. 1970 - 1980 , marketing - services / neoclassical marketing
d. 1980 - 1990 , marketing - happy / classical marketing
d. Challenges
Answer:A
Gamification uses parts of games but it is not a game itself. Is it true or false? Your answer: a. True
Gamification content can include; Your answer:
a. challenge, story characters, missions
b. system, value, etchics, dopamin
c. way, system, value, ethics
d. dopamin, system, story, hero
Answer:A
1) The general approach is to configure ................ based on actions that you are tracking, and reward yours users for reaching milestones with trophies, badges, and achievements. Your answer:
a. PBL
b. motivation
c. value
d. challenges
Answer:D
2) ……………….. can be used to reward users across multiple dimensions, and different categories of points can be used to drive different behaviours within the same site or application. Your answer:
a. Levels
b. Points
c. Challenges
d. Badges
Answer:B
3) …………….. is generally defined as that which explains the direction and magnitude of behaviour. Your answer:
a. PBL
b. System
c. Motivation
d. Emotions
Answer:C
4) Game mechanics are tools, techniques, and widgets that are used as building blocks for gamifying a website or application. Is it true or false? Your answer:
a. True
5) …………….. are non physical, intangible objects that are purchased for use in on-line communities or on-line games. Your answer:
d. Deci
Answer:B
3) An effective instructor must not only gain a learner's attention but hold it throughout a course or lesson. ......................... synthesized existing research on psychological motivation and created the ARCS model.
Your answer:
a. R. M. Ryan
b. T. Barnes
c. J.M. Keller
d. E. L. Deci
Answer:C
4) Keller used the existing research on psychological motivation to identify four components of motivation. Which one is not the these of motivation? Your answer:
a. Attention
b. Relevance
c. Satisfaction
d. Magnificent
Answer:D
5) …………………………… is a theory of motivation. It is concerned with supporting our natural or intrinsic tendencies to behave in effective and healthy ways. Your answer:
a. ARCS Model
b. Self – Determination Theory
c. Game Theory
d. Game-based learned
Answer:B
Quiz7-
1)Which one is not the design steps in Emprically Justified Design Model? Your answer:
a. Define business objectives
b. Market research
c. Device activity loops
d. Implement gamification
2)Game Elements For Managerial Use consist three elements which are dynamics, mechanics, components. Is it true or false? Your answer:
a. True
b. False
3)Yee’s (2006) model of motivations in three main components: .............................................. is used in this research since it is an improvement of Bartle's model. Your answer:
a. Multiple Means of Engagement
b. Multiple Intelligences
c. Multiple Means of Representation
d. Multiple Means of Expression
Rose & Meyer developed Organismic Integration Theory (OIT), as a sub-theory of SDT, to explain the different ways in which extrinsically motivated behaviour is regulated. Is it true or false? Your answer:
a. True
b. False
All of theories have one thing in common: the .............. is at the center. Your answer:
a. Hero
b. User
c. Story
d. Challenges
A MUD or Multi-User Dungeon is an inventively structured social experience on the Internet, managed by a computer program and often involving a loosely organized content or theme, such as a rambling old castle with many rooms or a period in national history. Is it true or false? Your answer:
a. True
b. False
The goal of theories is to explore theories useful in user-centered gamification that is meaningful to the user and therefore does not depend upon external rewards. Is it true or false?
Your answer:
a. True b. False
1)Game-based Learning is not teaching using a self-contained game. Is it true or false? Your answer: a. True b. False
4)Games have some key elements that make them fun and interesting and keep people engaged. Which of the following game elements are important when designing a game to use in a classroom? Your answer: a. fantasy b. chanllenge c. interactions d. All of above
Gamification is .................... Your answer: a. developing games b. game mechanics appied to business c. Both a and b d. None of above