WorksheetsMiddle Test Digital Technology in ELT
Total questions: 15
Worksheet time: 1hrs 10mins
What is the main purpose of using multimedia in ELT?
To replace textbooks entirely
To combine text, image, and sound for enhanced learning
To make classes longer
To test students automatically
Which of the following is an example of gamification in English learning?
Reading a grammar book
Watching a movie
Using Kahoot or Quizizz for class activities
Writing a traditional essay
The ability to use technology responsibly and critically refers to:
Information literacy
Digital literacy
ICT literacy
Media literacy
One of the challenges of implementing LMS in Indonesia is:
High student motivation
Limited internet access
Easy access to materials
Strong digital skills
Which of the following platforms is an example of LMS?
TikTok
Duolingo
Google Classroom
Canva
When using digital storytelling in English learning, what skill combination is primarily developed?
Listening and reading only
Writing and grammar only
Speaking, creativity, and digital competence
Translation and note-taking
In an LMS like Google Classroom, which feature best supports interactive communication between teacher and students?
Uploading grades only
The comment and discussion section
The assignment submission page
The attendance form
Which of the following situations best reflects ethical digital literacy in ELT?
Copying materials from online sources without citation
Sharing copyrighted videos on social media
Using online materials responsibly and crediting the source
Downloading all learning apps without checking their privacy
What is the main reason teachers integrate gamification tools such as Kahoot! or Quizizz in English classes?
To replace grammar books entirely
To reduce class participation
To increase motivation and engagement through challenges and rewards
To evaluate students without any feedback
What is one key benefit of using multimedia (videos, podcasts, animations) in English language teaching?
It focuses only on visual learners
It encourages memorization over understanding
It supports multiple learning styles and authentic language exposure
It reduces the need for teacher guidance
In your opinion, how can English teachers act as digital role models for their students? Give examples.
Suppose you are an English teacher of secondary students, how do you deal with the use of Gamification? What kinds of game that you will apply for your students? Give the reasons why you choose the game!
From the six components of digital literacy, choose one (e.g. media literacy, ICT literacy, or critical literacy) and analyze its importance in English learning activities.
Compare the use of LMS and Gamified Learning. How can they complement each other in ELT?
Suppose you are teaching listening comprehension. Choose one digital tool (e.g. YouTube, Spotify, BBC Learning English) and explain how you would use it to improve students’ listening and speaking skills.
