ED810 Review Quiz

ED810 Review Quiz

University - Professional Development

11 Qs

quiz-placeholder

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ED810 Review Quiz

ED810 Review Quiz

Assessment

Quiz

Education

University - Professional Development

Practice Problem

Hard

Created by

Scotti Hanf

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11 questions

Show all answers

1.

MULTIPLE CHOICE QUESTION

1 min • 1 pt

According to "The NCTE Definition of 21st Century Literacies," active, successful participants in this 21st century global society must be able to all of these EXCEPT:

Consume, curate, and create actively across contexts

Promote culturally sustaining communication and recognize the bias and privilege present in the interactions

Examine the rights, responsibilities, and ethical implications of the use and creation of information

Effectively utilize social media

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

As described in chapter 2 of the McQuiggan (2015) text, which type of knowledge is described as Knowledge of how to carry out behaviors (e.g., riding a bike)?

Conditional

Procedural

Declarative

3.

FILL IN THE BLANK QUESTION

1 min • 1 pt

In the technology integration SAMR model ( (McQuiggan, 2015), what does the "S" stand for?

4.

MULTIPLE CHOICE QUESTION

45 sec • 1 pt

Educational Psychologists Punya Mishra and Matt Koehler suggest successful technology integration hinges on a combination of teachers' technology, pedagogy and content knowledge (McQuiggan, 2015). What is another name for this framework?

Bloom's Taxonomy

SAMR

Costa's Levels of Inquiry

TPACK

5.

MULTIPLE SELECT QUESTION

1 min • 1 pt

What are the 4 Cs of 21st Century Learning (McQuiggan, 2015)? Check all that apply.

Communication

Concentration

Creativity

Collaboration

Critical Thinking

6.

MULTIPLE CHOICE QUESTION

45 sec • 1 pt

According to Ioannou (2018), gamification is defined as ______________.

combining classroom learning with online learning, in which students can, in part, control the time, pace, and place of their learning

an educational method that sets the overall learning process as a game or competition, use of game mechanisms in non-gaming contexts or the phenomenon of creating gameful experiences

the use of computer programming languages to give computers and machines a set of instructions on what actions to perform

the process of learning with the usage of a simulated or artificial environment

7.

MULTIPLE CHOICE QUESTION

1 min • 1 pt

Tenkely (2009) gives a variety of websites to help differentiate instruction in her blog, "Using Technology to Differentiate Instruction". Which learning style is described as "learners who learn best through meta-cognitive practices"?

Visual-Spatial

Verbal-Linguistic

Interpersonal

Intrapersonal

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