wayground logo

Free Printable Worksheets

Font size

S
M
L
XL
Worksheets

EdTech 1

Total questions: 22

Worksheet time: 4mins

Name
Class
Date
1.

It is the type of education system in which the learners and the teachers work under the same roof.

a)

Distance learning

b)

Classroom learning

c)

Synchronus learning

d)

Asynchronous learning

2.

Mark just the correct statement.

a)

Distance education is the kind of education in which students may not always be physically present at a school

b)

Distance learning requires students to attend classes, tests, and examinations in the school, college or university they wish to learn from.

3.

Mark only the advantages of distance learning.

a)

Increases access to learning and training opportunity.

b)

Requires advance planning.

c)

Provides updating and personal enrichment.

d)

Improves educational resources.

4.

There are multiple forms of digital communication, including chat rooms, videoconferences, discussions, social networking, and so on.

a)

True

b)

False

5.

The World Wide Web was invented in:

a)

August 06th, 1991

b)

September 04th, 1998

c)

January 01st, 1993

6.

Online Virtual Learning came into play

a)

January 01st, 1993

b)

February 01st, 2005

c)

September 04th, 1998

7.

On this type of e-learning you can ask and answer questions in real time:

a)

synchronous e-learning

b)

asynchronous e-learning

8.

Educational technology does not only refer to the use electronics, it also includes the use of different strategies make learning happen.

a)

True

b)

False

9.

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?

a)

digital immigrants

b)

native immigrants

10.

Decide which of the following definitions best describes gamification:

a)

It is the use of game elements and game design techniques in non-game contexts.

b)

Skills through engaging activities with an educational purpose.

c)

A traditional way of teaching.

11.

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.

a)

Distance learning

b)

Classroom learning

c)

Delivered teaching

12.

What are the two benefits of gamification?

Mark just two of them.

a)

Increase learner engagement.

b)

Reward students for their efforts.

c)

Make e-learning fun and interactive

d)

Measure students knowledge.

13.

What game element is used as a distinctive mark or an insignia of rank?

a)

Badges

b)

Leaderboards

c)

Reward

14.

What game element is given in recognition for the effort or achievement of participants in game?

a)

Reward

b)

Badge

c)

Leaderboards

15.

What´s the name of the graphical illustration that represents a character?

a)

Avatar

b)

Badge

c)

Prize

16.

Involves doing something because it is personally rewarding to you:

a)

Intrinsic motivation

b)

Extrinsic motivation

17.

Videoconferences are an example of ...

a)

synchronous e-learning

b)

Asynchronous e-learning

18.

What game element shows a rank of participation?

a)

Leaderboards

b)

Avatars

c)

Badges

19.

which of the following contains the objective of using gamification?

a)

Increase participation and motivate users through the use of game elements.

b)

Being successful in the gaming industry.

c)

Using one activity that is usually a game.

20.

This is the systematic application of scientific knowledge about teaching-learning conditions of learning to improve the efficiency of teaching and training.

a)

Educational technology

b)

Virtual classes

c)

Synchronous e-learning

21.

Individual who uses internet and digital resources in a responsible way

a)

Digital citizen

b)

Technological individual

c)

Teachers and students

22.

This term highlights the generation of people who grew up using technology. What´s the term?

a)

Digital native or millennials

b)

Digital immigrants

c)

Virtual natives