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ESCAPE ROOM Gamification

Pia

Created on November 12, 2023

gamified psychology test 1

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Transcript

ESCAPE ROOM

GAMIFICATION BENEFITS

Start

A game created by Francisca Sanhueza and Pía Sanhueza

ESCAPE ROOM

Can you find all the band members?

Answer the questions about gamification correctly to find the band members and save the show!

Missions

A game created by Francisca Sanhueza and Pía Sanhueza

missions

Find all the band members!

Mission 2

Mission 3

Mission 5

Mission 4

Mission 1

Mission 1

Left or right?

Pick the side that correctly answers the question.

Start

Mission 1

1/3

¿?

The learning environment and nature of the course.
The special physical symptoms that only gaming produces.

Which of the following are considered "pain points"? Consider the answer that fits the most.

(Hsin-Yuan & Soman, 2013).

misSION 1

2/3

¿?

Taking elements from the real world to apply them in games so they feel realistic
Taking fun elements from games to apply them to the real world

What is gamification?

(Hsin-Yuan & Soman, 2013).

Mission 1

3/3

¿?

Modern people are now doing most of the things online, including gaming and studying
Gamification was invented along with the internet and wifi

How does internet relate to gamification?

(Kim & Lee, 2015).

mission 1 COMPLETE

CONGRATULATIONS!

You've found the bassist!

Continue

Missions

Find all the band members!

Mission 5

Mission 2

Mission 4

Mission 3

COMPLETED

mission 2

Which of these?

Select the answer according to the question. Beware, some of them ask you for the incorrect answer!

Start

Mission 2

Which of the following areas does not include games as a learning tool yet?

Mathematics
Fire-fighting
Military Training
Sewing and fashion
Medicine
Pilot practice

(Kim & Lee, 2015).

Mission 2

Which one of these corresponds to self elements?

Achievement badges
Leaderboards
Storyline
Interactive cooperation
Public chievements
Virtual Goods

(Hsin-Yuan & Soman, 2013).

Mission 2

Which one of these corresponds to a mechanism that the instructor and/or the student can use to learn about the progress made in the game?

Tracking mechanisms
Level
Currency
Stages
Feedback
Rules

(Hsin-Yuan & Soman, 2013).

misSION 2 COMPLETe

Congratulations!

You've found the violinist!

Continue

Missions

Find all the band members!

Mission 3

Mission 4

Mission 5

COMPLETED

COMPLETED

Mission 3

Complete the sentence

Complete the APA citation with the corresponding concepts.

Start

Mission 3

1/3

____ makes players more immersed into the world of Digital Games (Kim & Lee, 2015).

Game Design Features (GDF)

Status

A game Creator's Identity (GCI)

Mission 3

2/3

Game elements play substantial roles not only in _____ but also in n numerous non-gaming applications on pc's, smart phones, and tablets (Kim & Lee, 2015).

Cognitive development

Classroom behavior

Education

Mission 3

3/3

The _____ will help determine the pain points (Hsin-Yuan & Soman, 2013).

Context

Education

Kid's health

MISSION 3 COMPLETE

Congratulations!

You've found the drummer!

Continue

MISSIONS

Find all the band members!

MISSION 5

MISSION 4

COMPLETED

COMPLETED

COMPLETED

Mission 4

True or false

Identify if the following statements are true or false.

Start

Mission 4

1/3

The educational effectiveness through Gamification can be written through a mathematical equation

True

False

(Kim & Lee, 2015).

Mission 4

2/3

Stages and milestones are NOT important to sequence knowledge and identify what needs to be learned, because there are other items that help with that.

True

False

(Hsin-Yuan & Soman, 2013).

Mission 4

3/3

Failing a level or stage is a beneficial thing because it allows the player to receive feedback.

True

False

(Hsin-Yuan & Soman, 2013).

Mission 4 complete

Congratulations!

You've found the guitarist!

Continue

MISSIONS

Find all the band members!

MISSION 5

COMPLETED

COMPLETED

COMPLETED

COMPLETED

mISSION 5

mULTIPLE-CHOICE

And to finish, a simple multiple-choice question. Answer wisely!

Start

Mission 5

1/3

Can negative emotions that are evoked by traditional education be eliminated by gamification interventions?

Yes, because kids in education are always more likely to be happy or positive while playing.

No, it doesn't guarantee the elimination of negative emotions, but it minimizes them.

No, there's still not much experiments about the benefits of Gamification specifically in emotions.

(Hsin-Yuan & Soman, 2013).

Mission 5

2/3

What element needs to be taken into consideration when applying the dynamical model of Gamification?

The kid's taste in games.

The adaptation time required to use the game for the first time.

The age of the teachers.

(Kim & Lee, 2015).

Mission 5

3/3

Is it possible for companies like Amazon, Apple, or Facebook to use gamification in their marketing strategies?

No, because their marketing is not exclusive to people who play or know about games.

Yes, because games nowadays have a wider usage among people so they attract attention.

Yes, because lately younger people are the ones that mostly use those kinds of plataforms.

(Kim & Lee, 2015).

MISSION 5 COMPLETE

Congratulations!

You've found the pianist!

Continue

The band is now complete

The show is saved! 😊

Kim, J. & Lee, W. (2013). Dynamical model for gamification of learning (DMGL). Multimed Tools Appl, 74, 8483-8493. https://doi.org/10.1007/s11042-013-1612-8

Hsin-Yuan, W. & Soman, D. (2013). A Practitioner’s Guide To Gamification Of Education. Rotman School of Management.

Booooooo!

Think about the answer again.

Try again!