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TEXTO 6
ESSENTIAL GAME ELEMENTS
At its heart, gamification is about taking elements from games and applying them to non-game settings (Deterding, 2011). While many look at modern video games as a key inspiration for gamification, central elements such as points and levels come out of tabletop roleplaying games. While no one has yet succeeded in coming up with an undisputed definition for "game," most would agree that to be considered a game, it must include at least the following aspects:
1. Interactivity: If there is no way for the player to affect change on the system; if there is nothing for the player to actually do, then it ceases to be a game.
2. Rules: A mechanism to constrain the behavior of players in pre-specified ways.
3. Goal(s): One or more objectives that players pursue while interacting with the game.
4. Quantifiable measure of progress (or success): This can be as simple as a binary acknowledgement of completion, or as complex as a set of cricket scores.
5. Definite ending: While some applications commonly referred to as games do not have clear endings (The Sims, for example), most games have a clear endpoint. By this measure of game, it could easily be argued that a formal educational course meets these criteria.
Source: Gamification in the Classroom: Old Wine in New Badges, by Katrin Becker and Scott Nicholson. In: Learning, Education and Games Volume Two: Bringing Games into Educational Contexis. ETC Press, 2006. Available on: hitps://www.researchgate.net/publication/308402198 Gam ification in the Classroom Old Wine in New Badges
Considerando-se as estratégias de leitura em língua inglesa, analise as afirmativas a seguir:
I. É um exemplo de uma pergunta que utiliza a estratégia de skimming: "What is the main idea of the text?”
Il. É um exemplo de pergunta que utiliza a estratégia de scanning: "What time did the man go home in the story you've just read?”
Ill. São exemplos de cognatos e falsos cognatos, respectivamente: parents and cigar.
Marque a alternativa CORRETA:
What is customer experience management?
(Available at: www.dynamics.microsoft.com/en-us/marketing/what-is-customer-experience-management-cxm/
– text specially adapted for this test).
Match the following Methods to their characteristics.
Column 1 Methods
1. Total Physical Response (TPR).
2. Suggestopidea.
3. The Direct Method.
Column 2 Characteristics
( ) This method of teaching English focused on translating the texts in Latin to the native language.
( ) This Method of teaching English provides a relaxed atmosphere for the mind to learn and retain that information.
( ) This method involves acting out language rather than speaking. It is also a fun way of learning language.
Choose the alternative which presents the correct sequence, from top to bottom.
Keeping in mind the ideas expressed above and the linguistic aspects of the text, judge the following item.
It is correct to conclude from the text that the total number of
students who signed up for the three free online courses
offered by Stanford in 2011 was higher than 300.000.
Keeping in mind the ideas expressed above and the linguistic aspects of the text, judge the following item.
According to third paragraph of the text, more than
220 million students registered on MOOC platforms during
the so called “Year of the MOOC” — 2021.