Chapter 3 Quiz
Quiz
•
Instructional Technology, Education
•
University
•
Medium
Jennifer Duncan
Used 11+ times
FREE Resource
25 questions
Show all answers
1.
MULTIPLE CHOICE QUESTION
1 min • 1 pt
All of the following terms convey how digital technology can affect the attitudes and behaviors of teachers and students except
Unique
Powerfull
All encompassing
Transformative
2.
MULTIPLE CHOICE QUESTION
1 min • 1 pt
Which statement is true about the ISTE Standards for Students and the 21st Century Student Outcomes for Learning?
Each is focused on improving students' math and science learning in elementary school.
Each emphasizes how technology creates new teaching and learning experiences for students.
Each mandates technology integration at every grade level.
Each is focused on improving students' reading and writing across the curriculum.
3.
MULTIPLE CHOICE QUESTION
1 min • 1 pt
Which statement accurately reflects Nicholas Burbules and Thomas Callister, Jr.’s idea of how technology can affect education?
Providing computers for every student is essential for 21st century learning.
The capacity for educational transformation is not intrinsic to the technology itself.
Every technology creates positive new teaching and learning experiences for students.
Digital technologies must be combined with non-computer-based materials.
4.
FILL IN THE BLANK QUESTION
1 min • 1 pt
What computer pioneer’s research and work was based on the idea that youngsters will invest more time, energy, and meaning in knowledge they themselves create?
5.
MULTIPLE CHOICE QUESTION
1 min • 1 pt
Providing self-correcting feedback to student learners is a primary feature of what type of educational technology?
Serious online games
Computer-based exams
Podcasts and vodcasts
3D modeling software
6.
OPEN ENDED QUESTION
3 mins • 1 pt
In what ways have digital technologies transformed writing by students and teachers?
Evaluate responses using AI:
OFF
7.
MULTIPLE CHOICE QUESTION
1 min • 1 pt
Which of the following describes James Gee’s views about online games as educational tools?
Students connect academic concepts to issues and puzzles they care about solving.
Students learn the value of competing for points and earning tangible rewards for their efforts.
Students receive preparation for careers in math and science fields.
Students learn how to play games on their own without help from other players.
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