information and communication technologies Flashcards

1
Q

defined as the complete software, hardware, and network system used for instruction

A

integrated learning system (ILS)

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2
Q

8 Functionalities consolidated in an LMS

A
  1. Create, store and retrieve content
  2. Provide access control (password based)
  3. Serve as a venue for interaction
  4. Assist in administration: student tracking, collation of grades, record of progress
  5. Facilitate (or make possible) online assessment: usually formative (e.g., self administered quiz)
  6. Contain options for timetabling: some means of pacing materials; course calendar
  7. Act as a resource base: less formal than learning materials (e.g., FAQ, database accessed by keyword search, list of web-based resources)
  8. Provide access to support services (e.g., online technical support)
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3
Q

tools that course designers and teachers use to create online/digital course content

A

Content Creation Tools

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4
Q

5 ways in which computing can be used for presentation

A
  1. ‘Rich’ content through the Internet;
  2. Synchronous and asynchronous communication
  3. Structured and managed content in web sites, LMSs, video servers,
  4. Virtual worlds or virtual environments/contexts such as animations, simulations, augmented or virtual reality, and serious games;
  5. Multiple-choice tests which are automatically marked
    e-portfolios.
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5
Q

8 ways in which computing can be used for skills development

A
  1. develop and test student comprehension of content
  2. develop computer coding and other computer-based skills;
  3. develop decision-making skills through the use of digitally-based simulations
  4. develop skills of reasoning, evidence-based argument, and collaboration
  5. enable students to create their own artefacts/online multimedia work
  6. develop skills of experimental design,
  7. develop skills of knowledge management and problem-solving,
  8. develop spoken and written language skills
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6
Q

Social Media tool which allows an individual to make regular postings to the web, e.g. a personal diary or an analysis of current events

A

Blogs

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7
Q

Social Media tool which is an “open” collective publication, allowing people to contribute or create a body of information

A

Wikis

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8
Q

Social media tool which connects people with friends and others who work, study and interact with them

A

Social networking

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9
Q

Social media tool which Allows end users to access, store, download and share audio recordings, photographs, and videos

A

Multi-media archives

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10
Q

Social media tool which enables players to compete or collaborate against each other or a third party/parties represented by the computer, usually in real-time

A

Multi-player games

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11
Q

Social media tool which enables users to access multiple information formats (voice, text, video, etc.) at any time, any place

A

Mobile learning

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12
Q

One feature of social media tools is to empower the end-user to self-access and manage data and to form personal networks. Some have called social media the _______ of the web.

A

‘democratization’

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13
Q

5 ‘affordances’ associated with social media (McLoughlin & Lee, 2011)

A
  1. connectivity and social rapport;
  2. collaborative information discovery and sharing;
  3. content creation;
  4. knowledge and information aggregation and content modification.
  5. unique pedagogical characteristics of social media.
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14
Q

Gartner’s _______is best considered as a way of thinking about emerging technologies,

A

hype cycle

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15
Q

Gartner’s _______is best considered as a way of thinking about emerging technologies,

A

hype cycle

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16
Q

________use the motivation levers of game design – such as competition, curiosity, collaboration, individual challenge – and game media, immersion, to enhance the motivation of participants to engage in complex or boring tasks.

A

Serious games

17
Q

_______refers to “the pedagogical approach of utilizing games in education” (Anastasiadis, Lampropoulos and Siakas, 2018

A

Game-based learning

18
Q

______ is defined as the “use of game design elements in non-game contexts” (Deterding et al., 2011)

A

Gamification

19
Q

3 main reasons offered for using games in education

A
  1. improve students’ motivation to engage learners more deeply
  2. improve learning outcomes,
  3. improve attendance and participation.
20
Q

_______ adds digital elements to a live view often by using the camera on a smartphone.

A

Augmented reality (AR)

21
Q

_______ adds digital elements to a live view often by using the camera on a smartphone.

A

Augmented reality (AR)

22
Q

_______ implies a complete immersion experience that shuts out the physical world.

A

Virtual reality (VR)

23
Q

In a _______, which combines elements of both AR and VR, real-world and digital objects interact.

A

mixed reality (MR) experience

24
Q

An attempt will be made to find how to make machines use language, form abstractions and concepts, solve kinds of problems now reserved for humans, and improve themselves

A

Artificial Intelligence

25
Q

two different goals for the general use of artificial intelligence in teaching and learning

A
  1. The first is to increase the efficiency of a system or organization, reducing the high costs of labour
  2. The second is to increase the effectiveness of teaching and learning, to increase outputs: better learning outcomes and greater benefits for the same or more cost.
26
Q

Affordances of AI use in teaching and learning

A
  1. Provide teaching content
  2. Giving adaptive feedback and hints to solve questions
  3. detecting students’ difficulties/errors when
  4. curate learning materials based on student needs,
  5. providing specific recommendations regarding the type of reading material and exercises
  6. facilitate collaboration between learners,
    generating automatic questions for discussion, and the analysis of the process.
  7. Support in assessment and evaluation
27
Q

_________ is programming that simulates the conversation or ‘chatter’ of a human being through text or voice interactions (Rouse, 2018).

A

A chatbot