Ed Tech Day2 Flashcards

1
Q

IR 1.0

A

Steam Engine
18th century

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2
Q

IR 2.0

A

Electricity and Gasoline
19th century

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3
Q

IR 3.0

A

Computer and cellphones (Digital Revolution) 20th century

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4
Q

IR 4.0

A

Artificial Intelligence
21st century

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5
Q

Shows the types of knowledge involved in the teacher’s capacity to integrate technology. Espoused by MISHRA AND KOEHLER

A

TPACK

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6
Q

TPACK means

A

Technological, Pedagogical, and Content Knowledge

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7
Q

Types of knowledge in TPACK

Knowing what technology is best use and how they should be utilized

A

Technological knowledge

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8
Q

Types of knowledge in TPACK

Principles and strategies of teaching and is about the strategies and techniques used in classrooms

A

Pedagogical knowledge

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9
Q

Types of knowledge in TPACK

Refers to how well you know the subject area or topic that you will teach (subject, topic, curriculum)

A

Content knowledge

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10
Q

Kind of teacher that has Pedagogical Content Knowledge

A

Old teacher

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11
Q

Kind of teacher that has Technological Content Knowledge

A

New teacher

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12
Q

Kind of teacher that has Technological Pedagogical knowledge

A

Mismatched teacher

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13
Q

Knowledge that a 21st century teacher should have

A

Technological, Pedagogical, and Content knowledge

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14
Q

SAMR means

A

Substitution, Augmentation, Modification, Redefinition

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15
Q

Who developed the SAMR model

A

Dr. Ruben Puentedura

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16
Q

This model helps educators to design and implement better LEARNING ACTIVITIES incorporating that technology

A

SAMR model

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17
Q

SAMR model has 4 stages and is split into two with a threshold dividing the two halves:

A

Enhancement
Transformation

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18
Q

In SAMR
this is where technology is used as a DIRECT SUBSTITUTE for what you might already do, without functional change

A

Substitution

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19
Q

In SAMR
Writing an essay using a pen vs. Writing an essay using computers

A

Substitution

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20
Q

In SAMR
This is where technology is used as a DIRECT tool SUBSTITUTE, WITH FUNCTIONAL IMPROVEMENT

A

Augmentation

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21
Q

In SAMR
Instead of writing essay to your paper, you may use google docs. The task may just be the same but the unique features of the collaborative technology provide functional improvements such as commenting, add ons

A

Augmentation

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22
Q

In SAMR
Technology allows you to significantly redesign the task.

A

Modification

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23
Q

In SAMR
Instead of simply writing an essay, the student can publish his essay through WORD PRESS and the teacher is not the only audience, but the whole world who have internet

A

Modification

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24
Q

In SAMR
Technology allows you to do what was previously not possible or inconceivable

A

Redefinition

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25
Q

In SAMR
Instead of writing essay, students could now create and publish a digital story telling project to argue their writings with multimedia

A

Redefinition

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26
Q

An instructional framework or rule that instructors can be use to create LESSON PLANS which coordinate the utilization of innovation of technology and media

A

ASSURE Model

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27
Q

Who developed the ASSURE Model

A

Heinrich and Molenda

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28
Q

ASSURE means

A

a. ANALYZE LEARNERS
b. STATE OBJECTIVES
c. SELECT METHODS, MEDIA, and MATERIALS
d. UTILIZE METHODS, MEDIA, and MATERIALS
e. REQUIRE LEARNER PARTICIPATION
f. EVALUATE and REVISE

29
Q

It is a visual model, a pictorial device that presents bands of experience according to the degree of abstraction and not degree of difficulty

A

Edgar Dale’s Cone of Experience

30
Q

In Edgar Dale’s cone of experience, the farther you go from the bottom of the cone, the more __________ the experience becomes

A

Abstract

31
Q

Edgar Dale’s Cone of Experience from bottom to top

A

*Direct purposeful
*Contrived
*Dramatized
*Demonstrations
*Study trips
*Exhibits
*TV
*Motion pic
*Recordings, Radio, Still pictures
*Visual symbols
*Verbal symbols

32
Q

The cone of experience corresponds with THREE SIGNIFICANT MODES OF LEARNING according to

A

JEROME BRUNNER

33
Q

Jerome Brunner’s
Direct experience (series of instruction)

A

Enactive

34
Q

Jerome Brunner’s
Pictorial experience (series of illustrations)

A

Iconic

35
Q

Jerome Brunner’s
Highly Abstract experience (series of symbols)

A

Symbolic

36
Q

What are included in enactive ED CONE OF EXPERIENCE

A

*DIRECT PURPOSEFUL
*CONTRIVED
*DRAMATIZED

37
Q

What are included in iconic ED CONE OF EXPERIENCE

A

*Demo
*Study trips
*Exhibits
*TV
*Motion Pic
*Recordings, Radio, Still Pictures

38
Q

What are included in symbolic ED CONE OF EXPERIENCE

A

Visual symbols
Verbal symbols

39
Q

ED CONE OF EXPERIENCE

First hand experience. Use of all senses

A

Direct purposeful

40
Q

ED CONE OF EXPERIENCE

Students prepare their meals, make a PPT, delivering a speech, performing experiments, making furniture

A

Direct purposeful

41
Q

ED CONE OF EXPERIENCE

Edited copies of direct experiences. Designed to SIMULATE to real-life situation

A

Contrived

42
Q

Example of contrived experience

Substitute of real thing in a small or large scale or exact size but made up of synthetic materials. REPLICA

A

MODEL

43
Q

Example of contrived experience

Special model where the parts of a model are singled out. Manipulative (attached or detached)

A

Mockup

44
Q

Example of contrived experience

An individual animal, plant, piece of mineral. It is used as an example of its species or type for scientific study or display. (Inside the science Lab)

A

Specimen

45
Q

Example of contrived experience

Include artifacts displayed in a museum or objects displayed in exhibits

A

Object

46
Q

Example of contrived experience

A representation of a real manageable event in which the learner is an active participant engage in learning behavior or in applying previously acquired skills or knowledge

A

Simulation

47
Q

Example of contrived experience

Forms of physical exercise taught to children at school. They make classes more interactive and developed the decision making skills and knowledge construction skills of the students

A

Games

48
Q

ED CONE OF EXPERIENCE

Forms of reconstructed experience

A

Dramatized

49
Q

Example of dramatized experience

Rehearsed stage performances

A

Plays

50
Q

Example of dramatized experience

Community dramas that are based on LOCAL HISTORY. example: growth of a school

A

Pageants

51
Q

Example of dramatized experience

Conveying story by bodily gestures. No sound, With MOVEMENT

A

PANTOMIME

52
Q

Example of dramatized experience

Picture-like scene composed of people against a background. No sound no movement

A

Tableau

53
Q

Example of dramatized experience

Unrehearsed, unprepared, and spontaneous dramatization of a situation where their roles absorb assigned participants. The focus is on ATTITUDINAL CHANGE

A

ROLE PLAYING

54
Q

Example of dramatized experience

Inanimate object or representational figure animated or manipulated by an entertainer, who is called a puppeter

A

Puppets

55
Q

ED CONE OF EXPERIENCE

Shows how certain things are done. The teacher does, students observe

A

Demonstrations

56
Q

ED CONE OF EXPERIENCE

These are excursions, educational trips, and visits conducted to observe an event that is unavailable within the classroom

A

Study trips

57
Q

ED CONE OF EXPERIENCE

Bring the outside world into the classroom

A

Exhibits

58
Q

ED CONE OF EXPERIENCE

Bring immediate interaction with events from around the world

A

Educational TV

59
Q

ED CONE OF EXPERIENCE

Used to slow down a fast process. Viewing, seeing and hearing experience

A

Motion pic

60
Q

ED CONE OF EXPERIENCE

Number of devices that might be classified roughly as ONE-DIMENSIONAL AIDS because they use only one sense organ

A

Recording, Radio, still pictures

61
Q

ED CONE OF EXPERIENCE

Include drawings, cartoons, diagrams, charts, graphs, physical maps

A

Visual symbol

62
Q

ED CONE OF EXPERIENCE

Words, phrases, sounds, or other utterances that are spoken aloud

A

Verbal symbols

63
Q

After 2 weeks we tend to remember

___% of what we read

A

10

64
Q

After 2 weeks we tend to remember

____% of what we hear

A

20

65
Q

After 2 weeks we tend to remember

____% of what we see

A

30

66
Q

After 2 weeks we tend to remember

____% of what we see and hear

A

50

67
Q

After 2 weeks we tend to remember

____% of what we say

A

70

68
Q

After 2 weeks we tend to remember

____% of what we do

A

90