MIL Lesson 9 Flashcards

1
Q

It is a mode of learning at any time, any place.

A

ubiquitous learning

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2
Q

Charcteristics of ubiquitous learning

A
  • Permanency
  • Accessibility
  • Immediacy
  • Interactivity
  • Situated Instructional Activities
  • Adaptability
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3
Q

learning materials are always available unless purposely deleted.

A

Permanency

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4
Q

access from everywhere as personally required.

A

Accessibility

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5
Q

wherever a student is, he/she can immediately access learning materials.

A

Immediacy

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6
Q

online collaboration with teachers and/or peers (chat/blogs/forums)

A

Interactivity

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7
Q

learning in context (on-site).

A

Situated Instructional Activities

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8
Q

getting the right information at the right place for the right student.

A

Adaptability

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9
Q

combination of “hybrid” and “flexible”
learning mode of face-to-face (synchronous) and online learning (asynchronous)

A

Hyflex Learning

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10
Q

4 core values of HyFlex courses:

A

Learner Choice
Equivalence
Reusability
Accessibility

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11
Q

The course provides alternative participation modes that are meaningful and allow students to choose the mode of engagement that works best for them.

A

Learner Choice

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12
Q

The modes, though not equal, provide equivalent learning outcomes. All students are expected to reflect, contribute developing ideas, and interact with their peers in the process of learning.

A

Equivalence

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13
Q

Artifacts from learning activities in each mode are captured and can be reused in other modes. Representations of in-class activities (recordings, discussion notes, etc) are available online for all students; activities produced by online students (asynchronous discussions, posted files, etc) connect to and support all students

A

Reusability

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14
Q

Students are equipped with the technological resources and skills to equally access all participation modes.
Universal Design for Learning principles are considered.

A

Accessibility

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15
Q

Latest Trends in Technology

A
  1. ARTIFICIAL INTELLIGENCE AND MACHINE LEARNING
  2. AUGMENTED REALITY
  3. VIRTUAL REALITY
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16
Q

refers to the simulation of human intelligence in machines that are programmed to think like humans and mimic their actions.

A

ARTIFICIAL INTELLIGENCE AND MACHINE LEARNING

17
Q

is the integration of digital information with the user’s environment in real time. Unlike virtual reality (VR), which creates a totally artificial environment, AR users experience a real-world environment with generated perceptual information overlaid on top of it.

A

AUGMENTED REALITY

18
Q

is a computer-generated environment with scenes and objects that appear to be real, making the user feel they are immersed in their surroundings. This environment is perceived through a device known as a Virtual Reality headset or helmet.

A

VIRTUAL REALITY

19
Q
A