Working
Start Young
Adulting
Teaching Methods
Gamification
100

Time spent in a work place

What is experience?

100

Start small jobs as early as __

What is 10

100

On a paycheck you ___ get all the money you earn

what is "won't"

100

Integrating games into educational settings for learning

What is Game-based Learning

100

This interactive way of learning brings _____ to the educational world

What is "fun"

200

Every job has _____

What is "Value"

200

A great way to build responsibility and independence

What is starting jobs young

200

Paychecks have ___

What is "deductions"

200

Centers learning around the students

What is Student-Centered Approaches

200

"Games are a reflection of real like. The more you play, the ___ you become."

What is "richer"

300

Learned skills from working

What is Time Management, Talking to Customers, Handling Responsibility

300

Examples of simple jobs for business starting

What is Dog Walking, Lawn Mowing, and Leaf Raking

300

True or False: There are limits on how many hours you can work

True

300

Classic way of teaching, the teacher chooses what is taught

What is Teacher-centered Learning

300

True or False: Gamification is a method of teaching that involves the use of games to help people learn.

True

400

Skills help in the ____

What is "future"

400

The ____ you start, the more you learn and gain experience 

What is "sooner"

400

Rules exist in a workforce to protect students from _____

What is "overworking"

400

An engaging hands on type of learning with real world activities

What is Project-Based Learning

400

Games have a ___ in them that can give more knowledge to the learner

What is "lesson"

500

You can check here to find out what jobs you can legally do and at what age.

What is the U.S Department of Labor

500

Focus on ____ and ____ will come later.

What is "learning" and "money"

500

Selling isn't just for ____

What is "business"

500

Focuses on teaching students about emotions, relationships, and decision-making

What is Social Emotional Learning

500

Percentage of increased learning engagement on employees with gamification

What is 30%

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