Question 1 point
How would you capitalize the letters in a references list in APA style?
Question options:
a) Oversold and Underused: Computers in the Classroom
b) Oversold and underused: computers in the classroom
c) Oversold and underused: Computers in the classroom
d) Oversold And Underused: Computers In The Classroom
Question 2 point
Imagine you have found an article on the web that does not have an author and
does not identify a sponsoring organization. You would like to use this article as a
source for your paper. Your citation for this source in your References list should
begin with which of the following?
Question options:
a) the url for source
b) the title of the article
c) the date of the article's publication
d) the word Anonymous
Question 3 point
If a quote is 40 words or longer, then
Question options:
place it in a free-standing block with a ½-inch margin and don’t use
a)
quotation marks.
place it in a free-standing block with a ½-inch margin but still use
b)
quotation marks.
, c) single-space it in the paragraph and don’t use quotation marks.
you are probably relying on the author too much. Don’t use a quote this
d)
long.
Question 4 point
The following is a good example of how to cite a source in a paragraph:
Question options:
Example 1:
The review of the research on gamification in education conducted by
Dicheva, Dichev, Agre, and Angelova (2015) showed that more direct,
empirical research on the effectiveness of gaming on education is needed.
Moreover, most studies do not feature an assessment on the effects of the
gaming environment on student learning (Dicheva, Dichev, Agre, &
a) Angelova, 2015). In addition, early adopters of gamification techniques in
the classroom tended to be computer science instructors, implying that a
degree of familiarity with the gaming environment is needed before seeing
significant trends in the use of gamification in instruction (Dicheva,
Dichev, Agre, & Angelova, 2015). Overall, the review demonstrated an
acute need for more research and for a supportive infrastructure for
gamification methods (Dicheva, Dichev, Agre, & Angelova, 2015).
Example 2:
The review of the research on gamification in education conducted by
Dicheva, Dichev, Agre, and Angelova (2015) showed that more direct,
empirical research on the effectiveness of gaming on education is needed.
Moreover, they discovered that most studies do not feature an assessment
b) on the effects of the gaming environment on student learning. In addition,
early adopters of gamification techniques in the classroom tended to be
computer science instructors, implying that a degree of familiarity with the
gaming environment is needed before seeing significant trends in the use
of gamification in instruction (Dicheva et al., 2015). Overall, the review
demonstrated an acute need for more research and for a supportive
infrastructure for gamification methods.
Example 3:
The review of the research on gamification in education showed that more
direct, empirical research on the effectiveness of gaming on education is