New game
Download
Get Academic Plan
Share game
Integrate it into your platform

You can integrate the game into an LMS compatible with LTI 1.1 or LTI 1.3 such as Canvas, Moodle, or Blackboard. This way, the scores will be automatically saved into the platform’s gradebook.
Download
You have exceeded the maximum number of games you can integrate into Google Classroom with your current Plan.

To integrate as many games as you want in Google Classroom, you need an Academic Plan or a Commercial Plan.

You have exceeded the maximum number of games you can integrate into Microsoft Teams with your current Plan.

To integrate as many games as you want in Microsoft Teams, you need an Academic Plan or a Commercial Plan.

Downloading games is an exclusive feature for users with an Academic Plan or a Commercial Plan.

Get your Academic Plan or your Commercial Plan now and start integrating your games into your LMS, website or blog.

If you wish, you can download a demo game here and test its integration:

Verdadero o Falso: Docentes y Multimedia

Yes or No

Played 1

About this activity

Preguntas sobre TIC y multimedia

Created by

Panama

Download the paper version to play

Make your own free game from our game creator
Compete against your friends to see who gets the best score in this game

Top Games

%
Anonymous
Anonymous
%
%
%
You have exceeded the maximum number of games you can print with your current Plan.

To print as many games as you want, you need an Academic Plan or a Commercial Plan.

Print your game
Verdadero o Falso: Docentes y Multimedia
 

Verdadero o Falso: Docentes y MultimediaOnline version

Preguntas sobre TIC y multimedia

by Oscar Marín
1

Las herramientas de gamificación como Kahoot se mencionan como recursos para el aprendizaje en el aula.

2

El MGCL no utiliza herramientas de comunicación digital para la coordinación de tareas.

3

Las TIC en educación facilitan el trabajo colaborativo y la conexión entre profesor y alumno.

4

Kahoot es principalmente una plataforma de almacenamiento en la nube.

5

El Modelo de Gestión Colaborativa en Línea (MGCL) describe fases como Planificación, Coordinación y Ejecución.

6

Según Cabero-Almenara (2020), la multimedia debe integrarse con una perspectiva pedagógica y no sustituir al educador.

7

Los recursos multimedia no permiten adaptar el aprendizaje a las necesidades individuales de los estudiantes.

8

La tecnología no aporta motivación ni interés en el aprendizaje.

9

Los simuladores virtuales permiten experimentar fenómenos naturales sin riesgos.

10

La multimedia educativa adapta la enseñanza a distintos estilos de aprendizaje (visual, auditivo y kinestésico).

11

La multimedia educativa reemplaza al docente en el proceso de enseñanza-aprendizaje.

12

Las diapositivas deben evitar cualquier elemento visual; la multimedia no facilita la comprensión.

Are you sure you want to leave the page?

If you leave the page, you will lose your game progress.