CP1405 Gamification
CP1405 Gamification Quiz
Test your knowledge of gamification with our comprehensive quiz designed for enthusiasts and professionals alike. With 46 challenging questions, you'll explore concepts from serious games to gamification frameworks.
- Engage with multiple-choice and checkbox questions
- Boost your understanding of player types and motivation theories
- Track your progress and learn as you go
True / False Serious games cannot be fun
True
False
True/False Play must have rules
True
False
True/False Games may not have winning conditions
True
False
True/False Money is the only way to motivate an employee to enhance productivity.
True
False
____games are problem-solving activities built on a model of, and indirectly connected to, reality, approached with a playful attitude which have indirect real-world outcomes.
Enterprise Gamification
Serious
Simulation
Internal gamification
_____games have winning conditions. ____games do not have fixed rules.
Serious
Infinite
Finite
Simulation
The ___circle of a game is where the game takes place.
Magic
Illusive
Arcane
Play
____ is something that is made to look, feel, or behave like something else especially so that it can be studied or used to train people.
Simulation
Internal Gamification
Serious Gamification
Work.com uses badges and other game elements to help employees within companies to recognize and reward each other for their work. Work.com is an example of:
Internal gamification
Behavior change gamification
Serious games
Crowdsourcing
True / False All players’ value created by gamification will automatically be translated into organization value.
True
False
List the key steps of the gamification design framework
Define
Direct
Distribute
Dont forget the fun
Describe
Delineate
Deploy
Devise
Describe the key steps of design thinking.
Prototype
Ideate
Test
Delineate
Empathy
Define
Specific
Timebound
True / False Persona is used to describe the profile of a real user.
True
False
True / False The theory of Flow explain why people are happy when they are applying skills that they are good at.
True
False
What are the major steps for player centered design.
Understand the player
Understand the flow
Manage, monitor & measure
Fun!
Understand the mission
Other considerations (Privacy, ethics, legal)
Apply game mechanics
Understand human motivation
6. Carrie loves to play World of Warcraft. She especially enjoys being in a “guild” with a group of other players. When participating in “raids,” Carrie finds voice chatting in the background with the rest of his guild even more fun than defeating monsters in the game. What would be the most likely characterization of Carrie based on Richard Bartle’s Player Type Model?
Networker
Self-Seeker
Philanthropist
Socializer
Tiny Dancer
Noob
What are Hofstede's 6 dimensions of national cultures
Power Distance Index
Loss Aversion
Long term versus Short term
Individualism versus Collectivism
Modernism versus Post-Modernism
Masculinity versus Femininity
Uncertainty Avoidance
Indulgence versus Restraint
What are Maslows Hierarchy of Needs.
Physiological needs
Safety needs
Love and Belonging needs
Food needs
Self-Actualisation
Esteem needs
Select 3 ways people’s attitude can be changed with reference to the Balance Theory by Fritz Heider
Compliance
Identification
Internalisation
Relatedness
Select three types of motivations in self-determination theory
Competence
Determination
Autonomy
Completness
Relatedness
Realism
Select the 6 main types of gamification users defined in The Hexad.
Socializers
Free spirits
Achievers
Killers
Philanthropists
Players
Disruptors
Self-Seekers
Select 4 extrinsic users sub-types of gamification users defined in The Hexad.
Self-seeker
Exploiter
Socializer
Consumer
Free Spirit
Networker
Select 4 disruptor users sub-types of gamification users defined in The Hexad.
Griefer
Desolator
Destroyer
Improver
Influencer
Disgracer
_______ refers to learning by association when stimulus (e.g. food) results in an emotional response is repeated alongside with another stimulus (e.g. bell) which does not cause an emotional response, eventually the second stimulus (e.g. bell) will result in the same emotional response.
Operant Conditioning
Classical Conditioning
____refers to learning that occurs through reinforcement and punishments.
Operant Conditioning
Classical Conditioning
____can be used to stimulate people to increase a behavior. ____ refers to favorable events or outcomes that are presented after a behavior to increase the frequency of the behavior. ___ involves removal of unfavorable events or outcomes after the display of a behavior to increase the behavior.
Positive reinforcement
Negative reinforcement
Punishment
Reinforcement
Dropbox is a popular provider of cloud storage services for personal and enterprise use. Among other ways to earn free storage, a consumer can earn 250 MB by going through a full online tour of the basics of Dropbox. In this example, the reward is...
Expected and completion-contingent
Tangible, expected and engagement-contingent
Intangible and performance-contingent
Expected and task non-contingent
__________ values the rituals of play within work.
Homo faber
Homo economicus
Homo ludens
Homo sapiens
2. Comparing the nature of work and game, the path to mastery for work is very clear.
True
False
4. __________ have the ability to feel genuine ratification at having put in a worthy effort even if they lose.
Adaptive competitors
Aggressive competitors
Maladaptive competitors
Manipulative competitors
8. One may denial of winning as a way of __________.
Social comparison
Social identification
Social norms
Social cautiousness
9. For gamification requires creativity of users, competition will be an effective motivation.
True
False
10. __________ based gamifications use stories to fascinate and engage user with gamification.
Motivation
Empathy
Rule
Narrative
11. __________ can only learned through experience and memorization.
Negotiation
Teamwork
Rule
Affective knowledge
12. Use of __________ is an effective way to gamify the learning of psychomotor skills.
Haptic device
Role play
Board game
Sorting
13. Use of __________ is an effective way to gamify the learning of problem solving.
Compromise and tradeoffs
Matching and sorting
Behaviour checklist
Metaphors
14. Use of __________ is an effective way to gamify the learning of concept.
Compromise and tradeoffs
Behaviour checklist
Matching and sorting
Metaphors
15. _______ refer to the perceived standards of acceptable attitudes and behaviours within formal and informal networks.
Social comparison
Social identification
Social cautiousness
Social norms
_______ is what people believes others think they should do.
Normative expectation
Attitude
Social cautiousness
Empirical expectation
_______ is what people believes others do.
Normative expectation
Attitude
Empirical expectation
Social expectation
Shamification can reduce cheating in gamification.
True
False
This group of users will answer other users’ question, share knowledge and be helpful only if there are rewards for doing these.” The previous statement best describes the _________ in the Hexad Player types.
Survivor
Disruptor
Self-Seeker
Free spirit
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