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Enseñar con Tecnologías

Total questions: 14

Worksheet time: 8mins

Name
Class
Date
1.

When using technology in class, the most important aspect to consider is:

a)

the internet conection.

b)

our pedagogical aim.

c)

the fact that the activity is fun.

2.

With the web 1.0, the users could...

a)

only read.

b)

read and write.

c)

read, write and share content.

3.

Bloom's digital Taxonomy is organized into

a)

3 kowledge domains.

b)

4 levels of technology integration.

c)

6 different levels of human cognition which guide the process of learning.

4.

The SAMR Model is organized into

a)

3 kowledge domains.

b)

4 levels of technology integration.

c)

6 different levels of human cognition which guide the process of learning.

5.

Gamification:

a)

equals game-based learning.

b)

is the application of typical elements of games into non game contexts.

c)

means pleaying games.

6.

Which of these is NOT a characteristic of Flipped Learning:

a)

It is teacher centred as the teacher records video lessons.

b)

It fosters active learning an autonomy.

c)

It makes it possible to adapt learning.

7.

Which of these is NOT a XXI century skill:

a)

communication

b)

critical thinking

c)

craft making

d)

colaboration

e)

creativity

8.

Digital citizenship is:

a)

the ability to engage positively, critically and competently in the digital environment,

b)

the ability to search for information and participate in the social networks.

c)

being aware of cybercrime and safeguarding our digital reputation.

9.

Creative Commons is an organization and a license which can take the forms of differing attributions while copyright is a law which allows owners to license their work.

a)

True

b)

False

10.

Symbaloo is a tool which can be used

a)

for bookmarking and creating learning paths.

b)

for preparing interactive presentations with our audience.

c)

to gamify a class.

11.

Which tool would you use to interact with students both online and in face to face lessons?

a)

Learning Apps

b)

Canva

c)

Nearpod

12.

QR codes are:

a)

bridges between the physical and the virtual world.

b)

programs to implement augmented reality.

c)

Are very useful in online learning.

13.

To create an escape game with padlocks we could use:

a)

Mentimeter

b)

Paddlet

c)

Flippity

d)

Wizerme

14.

Which of these tech tools CANNOT be used to create Infographics?

a)

Genially

b)

StoryBoard That

c)

Canva