eLearning and Gamification for Teachers
A short questionnaire examining the current and future roles of Video Game technology within eLearning platforms.

For context, we are exploring the paths we could take in developing a new platform that would aim to bring more a modern Video Gaming experience to students.
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What country are you in?
What is your teaching role?
Please provide specific position, subject and grade(s) where relevant.
Do you see a place for video games in the learning environment?
Clear selection
Would you like to expand on your response above?
Optional. Leave blank if no desire to expand.
Do you use gamified eLearning content in the classroom?
By 'gamified eLearning content', we mean apps that present learning opportunities as a game e.g. Quizlet, Kahoot etc.
Clear selection
What are your favorite eLearning platforms and why? If none, can you explain why?
Do you use gamified eLearning content to set homework?
Clear selection
If yes above, please explain how you use eLearning content to set homework.
What device(s) do you use with your students? Tick all that apply.
If 'other' please specify.
How would you describe your students' access to smartphones or tablets outside school?
Clear selection
Would you describe yourself as video game savvy?
Clear selection
If yes, would you describe current eLearning options as:
Clear selection
What features would you like to see in an eLearning platform that you don't have at the moment?
Have you found that gaming platforms improve your ability to teach?
Clear selection
Would you like to expand on your answer above?
If not, just move on to the next question.
If you have had a negative experience when trying to integrate eLearning and gamification into your teaching, can you provide details?
What level of violence is applicable in eLearning Video Game Content? Tick any you would be okay with in your classroom. Assume cartoon violence with minimal realism.
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