UMUC – WRTG 101 APA quiz 100%
Question 1 (1 point)
Imagine you have a book with the following title: Oversold and Underused:
Computers in the Classroom.
How would you capitalize the letters in a references list in APA style?
Question 1 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
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Question 2 (1 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 2 options:
a)
the url for source
b)
the title of the article
c)
the date of the article’s publication
d)
the word Anonymous
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Question 3 (1 point)
If a quote is 40 words or longer, then
Question 3 options:
a)
place it in a free-standing block with a ½-inch margin and don’t use quotation marks.
b)
place it in a free-standing block with a ½-inch margin but still use quotation marks.
c)
single-space it in the paragraph and don’t use quotation marks.
d)
you are probably relying on the author too much. Don’t use a quote this long.
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Question 4 (1 point)
The following is a good example of how to cite a source in a paragraph:
Question 4 options:
a)
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, & Angelova, 2015). In addition, early adopters of gamification techniques
in the classroom tended to be computer science instructors, implying that a degree of
infrastructure for gamification methods (Dicheva, Dichev, Agre, & Angelova, 2015).
more research and for a supportive infrastructure for gamification methods.
studies do not feature an assessment on the effects of the gaming environment on student