Chapter 10 Flashcards

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1
Q

What is the impact of distractions like sounds on children’s understanding of stories?

A

Distractions may foster distractibility and interfere with understanding the story, plot, and characters.

Example: Sounds of a buzz saw and a falling tree in storytelling may disrupt comprehension.

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2
Q

How does multimedia support understanding for kindergarten students with low literacy skills?

A

Multimedia features provide multiple pathways to meaning, visual and verbal representations, focus attention, and reinforce key ideas.

This was demonstrated in a study by Verhallen, Bus, & de Jong (2006).

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3
Q

What is the key takeaway regarding multimedia elements in education?

A

Multimedia elements should focus on meaning and not just provide attractive ‘bells and whistles’.

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4
Q

How much time do older adolescents spend on the internet daily, according to a 2012 study?

A

About 60 minutes a day, but participants self-reported between 3 and 4 hours.

Adolescents of colour averaged around 100 minutes per day.

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5
Q

What is the ‘butterfly defect’ in the context of internet usage for learning?

A

Students flutter from one link to another, often forgetting their research topic, leading to fragile knowledge construction.

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6
Q

What did the study comparing desktop computers to mobile devices find?

A

Students using mobile devices were more involved and willing to continue learning.

Reference: Sung & Mayer (2013).

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7
Q

Define computational thinking.

A

The thought processes involved in formulating problems so their solutions can be represented as computational steps and algorithms.

Aho (2012) provides this definition.

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8
Q

What are some key components of computational thinking?

A

Includes but is not limited to:
* Programming
* Coding

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9
Q

Who introduced LOGO programming and turtle graphics for children?

A

Seymore Papert in the 1980s and 1990s.

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10
Q

What ongoing debate exists regarding teaching programming to students?

A

Some educators argue programming teaches logical thinking in all areas, while others say it only helps students learn programming.

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11
Q

What is the purpose of coding in education according to ongoing advocacy?

A

To foster computational thinking.

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12
Q

What is Scratch, and who developed it?

A

Scratch is a programming language developed to allow children to build programs by snapping together images of blocks.

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13
Q

Fill in the blank: Computational thinking involves formulating problems so their solutions can be represented as _______.

A

[computational steps and algorithms]

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14
Q

What is the definition of a Virtual Learning Environment (VLE)?

A

A broad term that describes many ways of learning in virtual or online systems.

VLEs encompass various applications and platforms for facilitating learning in a digital context.

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15
Q

What is a Learning Management System (LMS)?

A

System that delivers e-learning, provides tools and learning materials, keeps records, administers assessments, and manages learning.

Examples of LMS include Moodle, BlackBoard, and Desire2Learn.

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16
Q

What is the purpose of Personal Learning Environments (PLE)?

A

Provides tools that support individualized learning in a variety of contexts and situations.

Learners assume control of how and when their learning occurs.

17
Q

What are some examples of tools that support PLEs?

A
  • Computer-based training modules
  • E-books
  • Cognitive tutors
  • Quizzes
  • Self-assessment tools

These tools help learners tailor their educational experiences to meet their needs.

18
Q

What is Betty’s Brain?

A

A VLE developed by Vanderbilt and Stanford Universities where students teach a computer agent named Betty about a science topic.

The system includes hypertext resources for planning instruction and learning.

19
Q

True or False: About 40% of the wikis produced in schools are collaborative workspaces for students.

A

False

Only 1% of the wikis are collaborative workspaces for students.

20
Q

What are some starting points for integrating technology in the classroom?

A
  • Research school or district technology policies
  • Identify internal resources
  • Seek training resources
  • Collaborate with experienced teachers

Familiarity with resources can ease the integration process.

21
Q

Fill in the blank: The _______ is a system that supports every course on campus at Anita’s university.

A

Carmen

Carmen is an example of a Learning Management System (LMS).

22
Q

What percentage of wikis in schools deliver teacher content?

A

34%

This indicates a significant reliance on wikis for teacher-driven materials.

23
Q

What is the benefit of teaching a topic to a computer agent in Betty’s Brain?

A

Students learn more effectively by teaching, as it reinforces their understanding of the concepts.

Research on cooperative learning supports this approach.

24
Q

What is a Personal Learning Network (PLN)?

A

A framework in which knowledge is constructed through online peer interactions.

PLNs facilitate collaborative learning and knowledge sharing.

25
Q

What are the challenges teachers might face when integrating digital tools?

A

It may seem difficult and troublesome, especially for teachers with weaker technological skills.

Overcoming these challenges often involves seeking support and training.

26
Q

True or False: Most LMSs are inexpensive and simple to implement.

A

False

LMSs are often large, complex, and costly.

27
Q

What is a golden rule for technology integration in the classroom?

A

You do not need to reinvent the wheel.

Focus on adapting and building on existing resources.