QUIZ 1 Flashcards

1
Q

What is Technology?

A

“techne” and “logos”

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2
Q

It is a body of knowledge devoted to creating tools, processing actions and extracting of materials.

A

Technology

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3
Q

defined as the organized application
of knowledge to practical tasks by ordered
systems of people and machines.

according to

A

Technology

Ian Barbour

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4
Q

According to him, by technology we typically mean the knowledge and instruments that humans use to accomplish the purposes of life.

A

Robert Friedel

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5
Q

Technology in Education

A

Learning and interactivity of students increases using modern technology.

Transfer of knowledge becomes very easy and convenient, as well as effective.

Provides students with access to countless
online resources, encouraging them to
carry out research and therefore become
more independent.

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6
Q

Learning and interactivity of students
increases using ________

A

modern technology

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7
Q

It is based on the idea that all behaviors are acquired through conditioning, which is a process of reinforcement and punishment.

A

Behaviorism

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8
Q

In behaviorism, the following are the
relevant educational technology which can
be used.

A

Drill-and-practice software

Gamified learning platforms with rewards for correct answers

Automated grading systems that provide instant feedback

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9
Q

Drill-and-practice software

A

Behaviorism

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10
Q

Gamified learning platforms with rewards for correct answers

A

Behaviorism

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11
Q

asserts that learners play an active
role in information processing, and so there is a focus on developing areas such as knowledge, memory, thinking, and problem solving.

A

Cognitivism

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12
Q

The best way for a teacher to approach using ________ in the classroom is to ask questions to help students refine their thinking and recognize where they may be wrong.

A

cognitivism

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13
Q

Some great examples of
_________ in educational technology can be found in online games and reinforcement activities, such as sorting games, puzzles, and flashcards

A

cognitivism

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14
Q

Cognitivism Applications in Educational Technology

A

Mind mapping tools

Interactive multimedia for visual, auditory, and textual engagement

Simulations and virtual labs to enhance understanding of complex concepts

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15
Q

focuses on the active role of the learner in the process of learning.

A

Constructivism

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16
Q

a derivative of cognitivism

A

Constructivism

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17
Q

Learning is an active and “constructive process.” Learning in the classroom is evident when students are building knowledge by doing hands-on learning

A

Constructivism

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18
Q

New information is link to prior knowledge; self-relevant education; making connections to their own experiences

A

Constructivism

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19
Q

Examples include mind mapping, KWL charts, research projects, field trips, and collaborative class activities including discussion, peer critiquing, and sharing.

A

Constructivism Applications in Educational Technology

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20
Q

using ________ enables a classroom to use online student-led collaborative opportunities without cost

A

Google Apps for Education

Constructivism Applications in Educational Technology

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21
Q

People learn through observation, imitation, and modeling.

A

Social Learning Theory

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22
Q

Providing video tutorials and demonstrations

Encouraging peer collaboration through social media and online communities

Creating role-playing simulations or virtual environments where learners observe and practice skills

A

Social Learning Theory Applications in Educational Technology

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23
Q

those resources what teachers use to assist learners to meet the expectations for learning defined by curriculum.

A

TEACHING AND LEARNING RESOURCES

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24
Q

TYPES OF TEACHING AND LEARNING RESOURCES

A

AUDIO TEACHING LEARNING RESOURCES

VISUAL TEACHING LEARNING RESOURCES

AUDIO-VISUAL TEACHING LEARNING RESOURCES

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25
Those resources which involve the sense of hearing; radio, tape recorder, audio CD, gramophone etc.
AUDIO TEACHING LEARNING RESOURCES
26
Those resources which involve sense of vision; charts, pictures, models, real objects, flash-cards, maps, chalkboard, flannel board, bulletin board, overhead projector, slides etc.
VISUAL TEACHING LEARNING RESOURCES
27
Those resources which involve the sense of vision with sense of hearing; television, film strips, film projector, audio-video CD etc.
AUDIO-VISUAL TEACHING LEARNING RESOURCES
28
CHARACTERISTICS OF TEACHING AND LEARNING RESOURCES
RELEVANCE CLARITY ENGAGEMENT OF MULTIPLE SENSES ACCURACY EASY-TO-USE
29
ensures that TLM aligns with the curriculum, learning objectives, and students’ needs, making it meaningful and purposeful.
RELEVANCE
30
Use of AI-powered adaptive learning platforms.
RELEVANCE
31
Technology-based TLM must present information in a clear, well-structured, and easy-to-understand format to reduce confusion and facilitate learning.
CLARITY
32
Improves understanding of complex topics through visuals and interactive features.
CLARITY
33
Technology-based TLM must stimulate visual, auditory, and kinesthetic senses to create a rich, multisensory learning experience that caters to diverse learning styles.
ENGAGEMENT OF MULTIPLE SENSES
34
Technology-based TLM must provide reliable, current, and factually correct content sourced from credible platforms and experts.
ACCURACY
35
Technology-based TLM should be user-friendly, allowing both teachers and students to interact with the material without requiring extensive training or technical support.
EASY-TO-USE
36
Ask yourself what you are trying too accomplish and why this instructional aid is important.
PURPOSE
37
essential for planning the lesson and selecting and using instructional aids.
Clearly defined objectives
38
The same instructional aids can satisfy many different purposes.
FLEXIBILITY
39
Use a variety of materials, media and resources to develop and maintain student interest.
DIVERSITY
40
Instructional aids must be related to the age, maturity, ability and interest of students.
DEVELOPMENT
41
You must know the ______ of the instructional materials to determine how to use them and how to make the best of them.
content
42
Focus student's attention on specific things to attend while viewing, listening or reading the materials.
GUIDE LEARNERS
43
Check students' reactions and consider your own reaction to the instructional aids.
EVALUATION RESULTS
44
GUIDELINES FOR USING TEXTBOOKS
Do not become so hypnotized by the textbook that you follow it rigidly. Teach students how to interpret and use aids in the text, such as table of contents, heading, marginal notes, illustrations and index.
45
GUIDELINES FOR USING CHALKBOARD
Write legibly and large enough for all to see. Don't clutter the board. While writing, stand to one side of the board as much as possible so you can maintain eye contact with the students. Don't talk toward the chalkboard while writing on it. Erase the chalkboard completely after you finish, and keep them clean.
46
GUIDELINES FOR USING FILMS, FILMSTRIPS AND FILM SLIDES.
Keep the film list up to date. Preview the film to make sure it is appropriate to the students' interest and maturity level and to familiarize yourself with the material. Be sure the entire student can see the screen. Prepare the students for the presentation View the film without interruptions, if possible. Allow time for the discussion of the film.
47
GUIDELINES FOR USING OVERHEAD PROJECTORS
Arrange ahead of time to have the projector and other necessary materials available when you need them. Prepare the materials before class began. Explain and discuss each of the projected materials Shut off the machine when it is not in use during discussion.
48
GUIDELINES FOR USING TELEVISION
The classroom television should have at least a 21 inch screen. Lights should be left on if students are to take notes. There should be no glare or reflected light on the screen. Before a program is viewed, give students ant necessary background data and tell them what to expect. Avoid using the program as a lecturing device or a substitute for instruction. Ask students to save questions until the end of the program.
49
the process of creating effective training materials and experiences to facilitate learning and improve performance.
INSTRUCTIONAL DESIG
50
ADDIE MODEL Analyze all the factors needed to develop a course. This includes the problem, training needs, target audience, learning goals, etc.
ANALYSIS
51
ADDIE MODEL Analyze your situation to understand the gaps to be filled
ANALYSIS
52
ADDIE MODEL Using outputs from the analysis phase to plan a strategy for developing the instructional course.
DESIGN
53
ADDIE MODEL In this phase, you bring your storyboards to life and start creating the courses.
DEVELOPMENT
54
ADDIE MODEL It refers to presenting and delivering the course material to learners.
IMPLEMENTATION
55
ADDIE MODEL Design the best possible learning experience
DESIGN
56
ADDIE MODEL This centers around the training course production
DEVELOPMENT
57
ADDIE MODEL It refers to presenting and delivering the course material to learners
IMPLEMENTATION
58
ADDIE MODEL This phase measures the effectiveness and efficiency of the training course by evaluating whether or not the goals identified in the analysis phase have been achieved, and based on the answer, either forge ahead, make adjustments, or begin the ADDIE process again. To see if the end product is effective
EVALUATION
59
Proposed by Benjamin Bloom
BLOOM’S TAXONOMY
60
retrieve, recall, or recognize relevant knowledge from long term memory
REMEMBER
61
demonstrate comprehension through one or more forms of explanation
UNDERSTAND
62
use information or a skill in a new situation
APPLY
63
break material into its constituent parts and determine how the parts relate to one another and/or to an overall structure or purpose
ANALYZE
64
make judgments based on criteria and standards.
EVALUATE
65
put elements together to form a new coherent or functional whole; reorganize elements into a new pattern or structure
CREATE
66
a task-centered approach that focuses on ways to facilitate learning.
MERRILL’S PRINCIPLES OF INSTRUCTION
67
MERRILL’S PRINCIPLES OF INSTRUCTION Learning materials must be designed around authentic, real-world tasks that learners will likely encounter in their daily workflows.
TASK-CENTERED
68
MERRILL’S PRINCIPLES OF INSTRUCTION Learning materials must activate learners’ existing knowledge and experience, and stimulate interest and curiosity.
ACTIVATION
69
MERRILL’S PRINCIPLES OF INSTRUCTION New knowledge or skills must be demonstrated through examples, models, and expert performance.
DEMONSTRATION
70
MERRILL’S PRINCIPLES OF INSTRUCTION Learners must be given opportunities to apply what they have learned in realistic situations or contexts, and receive feedback on their performance.
APPLICATION
71
MERRILL’S PRINCIPLES OF INSTRUCTION Learners must be encouraged to integrate new knowledge into their daily work and use it to solve problems.
INTEGRATION
72
based on the behaviorist approach to learning.
GAGNE’S NINE EVENTS OF INSTRUCTIONS
73
GAGNE’S NINE EVENTS OF INSTRUCTIONS Capture learners’ attention and create a sense of relevance and importance for the learning material.
GAIN ATTENTION
74
GAGNE’S NINE EVENTS OF INSTRUCTIONS Set clear and specific learning objectives that provide a clear target for learners to work on.
INFORM LEARNERS OF THE OBJECTIVES
75
GAGNE’S NINE EVENTS OF INSTRUCTIONS Activate learners’ prior knowledge and experiences related to the new learning material
RECALLING PRIOR LEARNING
76
GAGNE’S NINE EVENTS OF INSTRUCTIONS Present new information to learners in a clear, organized, and engaging way, using various instructional strategies.
PRESENT THE MATERIAL
77
GAGNE’S NINE EVENTS OF INSTRUCTIONS Supplement the content with case studies, activities, discussion questions, and other instructional support materials.
PROVIDE GUIDANCE
78
GAGNE’S NINE EVENTS OF INSTRUCTIONS Provide opportunities for learners to demonstrate their understanding and apply the new knowledge and skills in realistic situations.
ELICIT PERFORMANCE
79
GAGNE’S NINE EVENTS OF INSTRUCTIONS Provide positive reinforcement and corrective feedback to learners on their performance.
PROVIDE FEEDBACK
80
GAGNE’S NINE EVENTS OF INSTRUCTIONS Assess learners’ mastery of the learning objectives, using a variety of assessment methods.
ASSESS PERFORMANCE
81
GAGNE’S NINE EVENTS OF INSTRUCTIONS Facilitate the transfer of learning to real-world situations to enhance long term retention of the material.
ENHANCE RETENTION
82
GAGNE’S NINE EVENTS OF INSTRUCTIONS GIRPPEPAE
GAIN ATTENTION INFORM LEARNERS OF THE OBJECTIVES RECALLING PRIOR LEARNING PRESENT THE MATERIAL PROVIDE GUIDANCE ELICIT PERFORMANCE PROVIDE FEEDBACK ASSESS PERFORMANCE ENHANCE RETENTION
83
SAM MODEL Three Major Phases
PREPARATION ITERATIVE DESIGN ITERATIVE DEVELOPMENT
84
SAM MODEL Background information is collected, project expectations are set, and initial project planning is finalized
PREPARATION
85
SAM MODEL This phase includes drafting, sharing, and revising the instructional design process and materials.
ITERATIVE DESIGN
86
SAM MODEL In this phase, a more refined prototype is developed, tested, and repeatedly revised until it’s ready for a full launch.
ITERATIVE DEVELOPMENT
87
It is the practical technique of instructional delivery. It aims to provide effective learning through the use of digital or online technology for instruction, as well as the tools used to facilitate course design, communication, research, and interaction.
Instructional Technology
88
Why is Instructional Technology Important to Students & Teachers?
It Encourages Tech Literacy in a Tech-Dependent World It Facilitates Student Learning It Makes Learning Easier
89
Example of Instructional Technology
Online courses Online tools Electronic whiteboards Virtual reality classrooms Interactive videos
90
Online Courses It is a free, online Learning Management system enabling educators to create their own private website filled with dynamic courses that extend learning, any time, anywhere.
Moodle
91
Moodle Designed to be responsive and accessible, its interface is easy to navigate on both desktop and mobile devices.
Modern, easy to use interface
92
Moodle Display current, past and future courses.
Personalized My course page
93
Moodle From your dashboard see deadlines and calendar events.
See-at-a-glance Timeline
94
Moodle Work and learn together in forums, wikis, glossaries, database activities, and much more.
Collaborative tools and activities
95
Moodle Educators and learners can track progress and completion with an array of options for tracking individual activities or resources and at course level
Track progress
96
It is used by learning institutions, educators, and students to access and manage online course learning materials and communicate about skill development and learning achievement.
Canvas
97
Features of Canvas
Instructional designers and instructors may create and share course content using Assignments, Discussions, Modules, Quizzes, and Pages. Instructors can provide students with comprehensive feedback on assignment and quiz submissions using SpeedGrader and manage grade reporting in the Canvas Gradebook. Instructors can facilitate real-time course interactions using Chat and communicate course news and updates with students using Announcements as well as the Calendar and Syllabus. Additionally, all course participants can use the Canvas Inbox to send and receive messages.
98
In Canvas, instructors can provide students with comprehensive feedback on assignment and quiz submissions using ________ and manage grade reporting in the ___________.
SpeedGrader Canvas Gradebook
99
is a cutting-edge online learning management system designed by Google to foster effective communication and collaboration between educators and students. Its primary objective is to simplify the sharing and delivery of learning resources, including course materials, assignments, surveys, and documents.
Google Classroom
100
Features of Google Classroom Teachers
Start a video meeting. Create and manage classes, assignments, and grades online without paper. Add materials to your assignments, such as YouTube videos, a Google Forms survey, and other items from Google Drive. Give direct, real-time feedback. Use the class stream to post announcements and engage students in question-driven discussions. Invite parents and guardians to sign up for email summaries with a student's upcoming or missing work.
101
Features of Google Classroom Students
Track classwork and submit assignments. Check originality, feedback, and grades. Share resources and interact in the class stream or by email.
102
Moodle Canvas Google Classroom
Online Courses
103
It is an open source software application for organizing references & creating bibliographies and citations. You can save journal articles, reports, books, websites and other information sources into its collections, making them easy to find and insert into documents.
Zotero
104
Features of Zotero
collect and organize citations wherever, whenever, and however you find them safely store and organize all your citations, making them easy to retrieve and re-use automatically insert citations and bibliographies as you write your documents format your citations accurately and in accordance with your required citation style share and exchange citations with others involved in your research
105
It is a web tool and a mobile app that boosts students learning through several study tools that include flashcards and game-based quizzes.
Quizlet
106
Features of Quizlet
Flashcards – Create and study digital flashcards with text, images, and audio. Study Modes – Includes Learn, Flashcard, Write, and Spell modes for personalized learning. Quizzes & Games – Features Test Mode and interactive games like Match Quizlet Live – A team-based game for collaborative learning and engagement. Collaboration & Sharing – Share sets with classmates and integrate with Google Classroom. Premium Features (Quizlet Plus) - Offline access, AI-driven study paths, no ads, and advanced diagram labeling.
107
It is note-taking software that helps you create and organize digital notes.
Evernote
108
Features of Evernote
Note-Taking Multi-Device Syncing Rich Media Support Search & Organization Web Clipper Task Management Collaboration & Sharing Offline Access (Premium) AI-Powered Search (Premium)
109
Zotero Quizlet Evernote
Online Tools
110
The brands itself as a digital whiteboard that makes it easy to collaborate with others.
Miro Features: Infinite Digital Whiteboard Real-Time Collaboration Pre-Made Templates Integration with Other Apps
111
It is a whiteboarding platform where people meet to share ideas and make them visual and clear so they can better understand each other.
Explain Everything
112
Features of Explain Everything
Collaborate and whiteboard together in real-time with voice chat on any device, anywhere. Present on an interactive canvas for immediate control over your content. Create videos, just-in-time messages, stories, tutorials, and explanations by capturing your interactions and voice. Share your projects as images, PDFs, videos, or editable projects.
113
Miro Explain Everything
Electronic Whiteboards
114
EDpuzzle
Interactive Video
115
It is a web-based eLearning application allowing users to select a video and customize it by editing, cropping, recording their own audio, and adding quiz questions directly to the video stream.
EDpuzzle Features: Crop Selected Video Record an Audio Track Add an audio note Insert quizzes
116
Students can create the scene, pick their props, upload and recite their script, and export their performance to share with classmates and teachers.
Virtual Reality Classrooms Features: Historical Figure Selection Script Upload Teleprompter Customizable Stage Performance Recording Performing Viewing and Sharing