Mobile Learning Review

Mobile Learning Review

KG - Professional Development

15 Qs

quiz-placeholder

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Mobile Learning Review

Mobile Learning Review

Assessment

Quiz

Instructional Technology, Education, Computers

KG - Professional Development

Hard

Created by

Deandra Donato

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15 questions

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1.

MULTIPLE SELECT QUESTION

2 mins • 5 pts

Media Image

Critical facets of learning play a "pivotal role in the way we learn and help to explain why we approach learning activities in many different ways" (McQuiggan et al., 2015). These critical facets of learning include factors such as... (check all that apply)

Motivation

Comprehension

Interest

Metacognition

2.

MULTIPLE CHOICE QUESTION

2 mins • 5 pts

According to Figure 2.2, McQuiggan et al. (2015) describes seven key take-aways for Mobile Learning. Which of the following IS NOT considered a key take-away?

Encourage automaticity of information and operations.

Be aware of limitations of working memory.

Provide the same learning and practice the same skill to not compromise motivation.

Acknowledge the bottleneck between sensory and working memory.

3.

FILL IN THE BLANK QUESTION

2 mins • 5 pts

Within the article, “Redefining Technology in Libraries and Schools",

authors discuss the SAMR model, created by Ruben R. Puentedura, to "examine the levels at which they are using technology with their students and in their educational practice" (Puentedura, 2013). The ____ level is the highest level of SAMR in which technology is utilized in the creation of new tasks and ideas and is considered transformational.

4.

OPEN ENDED QUESTION

2 mins • 5 pts

Media Image

According to the SAMR model, describe the levels in relation to student engagement, learning, and provide examples of technology that coincide with each level.

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5.

MULTIPLE SELECT QUESTION

2 mins • 5 pts

According to "Flipped Classrooms 2.0" and '10 Pros & Cons of a Flipped Classroom”, authors discuss the outcome of increased interactions and engagement within a flipped classroom. Flipped classrooms... (select all that apply)

Are more efficient.

Promote collaboration and accessibility.

Require preparation and trust.

are not student-centered focused.

6.

MULTIPLE SELECT QUESTION

2 mins • 5 pts

Media Image

When creativity is encouraged in a classroom, it can be effective for students. However, McQuiggan et al. (2015) discuss the misconceptions of creativity and its role in the classroom. It is important to remember that "creativity is a process that requires ___, ___, and ___" as well as "a variety of components including content knowledge, background information, problem solving and critical thinking skills, and motivation" (McQuiggan et al., 2015, p. 96).

Ability

Skill

Control

Knowledge

7.

OPEN ENDED QUESTION

2 mins • 5 pts

In the article, "The Impact of Student-Created Apps", Davis (2017) states, "I’ve learned that class is often not in a textbook or a test. It doesn’t come in little tidy lesson plans. It arrives in a comprehensive, large, collaborative, rigorous, exciting, global programming project that has changed the lives of my students. They now have the scholarships, college acceptance letters, and recognition from employers that they’re already world class. And that, my friends, speaks for itself".

What is the impact of student-created apps and how can this impact help transform your classroom?

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OFF

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