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WorksheetsEdTech 1
Total questions: 22
Worksheet time: 4mins
It is the type of education system in which the learners and the teachers work under the same roof.
Distance learning
Classroom learning
Synchronus learning
Asynchronous learning
Mark just the correct statement.
Distance education is the kind of education in which students may not always be physically present at a school
Distance learning requires students to attend classes, tests, and examinations in the school, college or university they wish to learn from.
Mark only the advantages of distance learning.
Increases access to learning and training opportunity.
Requires advance planning.
Provides updating and personal enrichment.
Improves educational resources.
There are multiple forms of digital communication, including chat rooms, videoconferences, discussions, social networking, and so on.
True
False
The World Wide Web was invented in:
August 06th, 1991
September 04th, 1998
January 01st, 1993
Online Virtual Learning came into play
January 01st, 1993
February 01st, 2005
September 04th, 1998
On this type of e-learning you can ask and answer questions in real time:
synchronous e-learning
asynchronous e-learning
Educational technology does not only refer to the use electronics, it also includes the use of different strategies make learning happen.
True
False
This crew was not exposed to any digital environment, because they were born before the 80´s. How do we know this group of people?
digital immigrants
native immigrants
Decide which of the following definitions best describes gamification:
It is the use of game elements and game design techniques in non-game contexts.
Skills through engaging activities with an educational purpose.
A traditional way of teaching.
It is a field of education that focuses on teaching methods and technology with the aim of delivering teaching, often on an individual basis, to students who are not physically present in a traditional educational setting such as a classroom.
Distance learning
Classroom learning
Delivered teaching
What are the two benefits of gamification?
Mark just two of them.
Increase learner engagement.
Reward students for their efforts.
Make e-learning fun and interactive
Measure students knowledge.
What game element is used as a distinctive mark or an insignia of rank?
Badges
Leaderboards
Reward
What game element is given in recognition for the effort or achievement of participants in game?
Reward
Badge
Leaderboards
What´s the name of the graphical illustration that represents a character?
Avatar
Badge
Prize
Involves doing something because it is personally rewarding to you:
Intrinsic motivation
Extrinsic motivation
Videoconferences are an example of ...
synchronous e-learning
Asynchronous e-learning
What game element shows a rank of participation?
Leaderboards
Avatars
Badges
which of the following contains the objective of using gamification?
Increase participation and motivate users through the use of game elements.
Being successful in the gaming industry.
Using one activity that is usually a game.
This is the systematic application of scientific knowledge about teaching-learning conditions of learning to improve the efficiency of teaching and training.
Educational technology
Virtual classes
Synchronous e-learning
Individual who uses internet and digital resources in a responsible way
Digital citizen
Technological individual
Teachers and students
This term highlights the generation of people who grew up using technology. What´s the term?
Digital native or millennials
Digital immigrants
Virtual natives
