
ED 810: Key Vocabulary Terms, Ideas, Resources, and Theories
Quiz
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Education
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8th Grade
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Practice Problem
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Hard
Bette Shelly
FREE Resource
Enhance your content in a minute
13 questions
Show all answers
1.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
According to Fingal (2022) in the article, “The Hottest Topics in EdTech for 2022!,” how have educators managed to get fully inclusive, meaningful learning accomplished on all of the devices that were given to all the students during the pandemic?
-by coming up with lots of ways to stimulate collaboration and build community
-by helping families meet their basic needs by assisting them with finding resources like meals, child care and other services
-by experimenting with ways to make learning more engaging, student-centered and inclusive with technology tools
-by focusing on how to better engage students in content online using AR/VR.
2.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Which of the following is NOT one of the Elements of the Framework for Literacy in a Digital Age as defined by the National Council of Teachers of English in their statement, “Definition of Literacy in a Digital Age” (Definition of Literacy in a Digital Age, 2022).
-Participate effectively and critically in a networked world
-Differentiate instruction according to process, content, and product in order to promote Digital Citizenship
-Explore and engage critically, thoughtfully, and across a wide variety of inclusive texts and tools/modalities
-Consume, curate, and create actively across contexts
-Advocate for equitable access to and accessibility of texts, tools, and information
3.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
According to Jacobs-Israel and Moorefield-Lang (2013) in the article, “Redefining technology in libraries and schools: AASL best apps, best websites, and the SAMR model,” how can educators effectively scaffold the necessary skills to take students through the stages of technology integration and adoption and help them become creators of their own knowledge?
-by developing their own list of twenty five innovative websites that encourage such qualities as creativity, collaboration, participation, and advancement.
-by asking students to share their own experiences, hunches, and ideas about the content or concept of study and have them relate and connect it to their own lives.
-by utilizing graphic organizers, pictures, and charts as scaffolding tools.
-by utilizing the SAMR model in conjunction with professionally vetted and curated lists such as AASL Best Websites for Teaching and Learning and AASL Best Apps for Teaching and Learning
4.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Jacobs-Israel and Moorefield-Lang (2013) mention in the article, “Redefining technology in libraries and schools: AASL best apps, best websites, and the SAMR model,” which of the following examples of the SAMR modification level, where users are now at the transformation level?
-students create interactive videos with the augmented reality app Touchcast, which includes filming the students and integrating websites, audio, and external video
-students create book reports or discussions using a website such as Zooburst to create three-dimensional pop-up books
-students working collaboratively to create an Animoto slide-show about their favorite books to be shown for parent night or books fairs
5.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
According to Saxena (2013) in the article, “How Can Technology Enhance Student Creativity?,” which of the following are NOT considered technological tools to help enhance student creativity?
-Cartoon and Comic Strip Tools
-Mind-Mapping and Brainstorming tools
-Online audiobooks
-Video and Audio tools
-Infographics
6.
FILL IN THE BLANK QUESTION
1 min • 1 pt
According to Saxena (2013) in the article, “How Can Technology Enhance Student Creativity?,” how can educators what type of tools are SpiderScribe, Wise Mapping and ChartTool?
7.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Which of the following is defined as a type of learning where students are introduced to content at home and practice working through it at school (TeachThought Staff, 2013)?
Open Educational Resources
Gamification
App Development /Coding
Flipped/Blended Learning
Immersive Learning--AR/VR/MR
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