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WGU D291

Total questions: 71

Worksheet time: 36mins

Name
Class
Date
1.

build upon leaners' existing knowledge through planned, ordered steps

a)

purpose of instructional design

b)

purpose of human-centered design

c)

purpose of user design

2.

approach to problem solving that starts with the people you are solving for and ends with new solutions that are designed to suit their needs

a)

human-centered design

b)

instructional design

c)

learning experience design

3.

The development of well-structured instructional materials using learning objectives, focused teaching strategies, and feedback and evaluation - based on what the audience needs to learn

a)

human-centered design

b)

instructional design

c)

user experience design

4.

Making learning experiences relevant and meaningful through human-centered approaches

a)

learning experience design

b)

instructional design

c)

human-centered design

5.

The process of enhancing user satisfaction by improving the usability, accessibility, and pleasure provided in the interaction between the user and the product

a)

user experience design

b)

learning experience design

c)

human-centered design

6.

focuses on visual appeal of materials

a)

learning experience design

b)

traditional instruction design

7.

focuses on creating content for learning

a)

traditional instruction design

b)

learning experience design

8.

getting to know the audience and define the problem

a)

inspiration phase

b)

ideation phase

c)

implementation phase

9.

brainstorm ways to solve the problem

a)

ideation phase

b)

inspiration phase

c)

implementation phase

10.

prototype and test ideas

a)

implementation phase

b)

inspiration phase

c)

ideation phase

11.

Which design method includes empathizing with the target audience as an essential step in the process?

a)

learning design experience

b)

instructional design

12.

Which design method includes analyzing analytical, methodical, and scientific skills to design and develop e-learning experiences?

a)

instructional design

b)

learning experience design

13.

instructional design method, more particularly a instructional systems design model

a)

ADDIE

b)

SAM

c)

understanding design

14.

Looking at data, asking questions. Thinking about the audience, content, delivery. What the learning needs are, the topic, and what will motivate the learners.

a)

analyze

b)

design

c)

develop

d)

implement

e)

evaluate

15.

Blue-printing of instructional materials. Structure information, develop the learning strategies, determine how to assess the results. Write clear and concise learning objectives.

a)

analyze

b)

design

c)

develop

d)

implement

e)

evaluate

16.

Building the product. Determine how to build out the plans. What the delivery devices and learner activities will be. Testing the final product.

a)

analyze

b)

design

c)

develop

d)

implement

e)

evaluate

17.

Testing materials with learners. Preparing learners before the launch, monitoring the launch, and collecting the data

a)

analyze

b)

design

c)

develop

d)

implement

e)

evaluate

18.

Reviewing the results. Determining how to define success. Evaluate efficiency, the experience, and the outcomes.

a)

analyze

b)

design

c)

develop

d)

implement

e)

evaluate

19.

successive approximation model

a)

SAM

b)

ADDIE

20.

Gather background information. Initiate design process. Determine what outcomes are.

a)

preperation

b)

iterative design

c)

iterative development

21.

Come up with design proofs. Construction of the design.

a)

preperation

b)

iterative design

c)

iterative development

22.

how is sam an iterative design

a)

gains user feedback in design process, can more quickly and efficiently be modified for user experience and conent

b)

By beginning the design process with an evaluation phase to gather information and create goals and objectives

23.

A planning process and structure to guide curriculum, assessment, and instruction that focuses on teaching, and assessing for understanding and learning transfer. (backward design)

a)

SAM

b)

ADDIE

c)

understanding by design

24.

1. Identify Desired Results
2. Determine Assessment Evidence
3. Plan Learning Experiences

a)

stages of SAM

b)

stages of ADDIE

c)

stages of understanding by design

25.

A learning designer is planning for a prototype for an e-learning course. What phase of ADDIE?

a)

analyze

b)

design

c)

develop

d)

implement

e)

evaluate

26.

Putting the focus on the goal and learner success in demonstrating understanding.

a)

benefits of understanding by design

b)

benefits of SAM

c)

benefits of ADDIE

27.

a human-centered approach to solving problems

a)

design thinking

b)

human-centered desgin

28.

Empathize, Define the Problem, Ideation of Solutions, Prototype, Testing Ideas, Implement the Idea

a)

steps to design thinking

b)

steps to understanding by design

29.

Have real users check the product and gain feedback on its effectiveness. Ask follow-up questions.

a)

Design Thinking Process: Empathize

b)

Design Thinking Process: Define the Problem

c)

Design Thinking Process: Ideate Solutions

d)

Design Thinking Process: Create Prototypes

e)

Design Thinking Process: Testing Ideas

30.

Better understand learners, their needs

a)

Design Thinking Process: Empathize

b)

Design Thinking Process: Define the Problem

c)

Design Thinking Process: Ideate Solutions

d)

Design Thinking Process: Create Prototypes

e)

Design Thinking Process: Testing Ideas

31.

Create a problem statement. Information from empathize phase is clarified into a problem statement. (user) needs to (user's need) because (insight).

a)

Design Thinking Process: Empathize

b)

Design Thinking Process: Define the Problem

c)

Design Thinking Process: Ideate Solutions

d)

Design Thinking Process: Create Prototypes

e)

Design Thinking Process: Testing Ideas

32.

Generate lots of ideas, brainstorming.

a)

Design Thinking Process: Empathize

b)

Design Thinking Process: Define the Problem

c)

Design Thinking Process: Ideate Solutions

d)

Design Thinking Process: Create Prototypes

e)

Design Thinking Process: Testing Ideas

33.

Start building design. Determine how users will interact with a product.

a)

Design Thinking Process: Empathize

b)

Design Thinking Process: Define the Problem

c)

Design Thinking Process: Ideate Solutions

d)

Design Thinking Process: Create Prototypes

e)

Design Thinking Process: Testing Ideas

34.

ideate

a)

design

b)

analyze

c)

develop and implement

d)

evaluation

35.

empathize and define

a)

design

b)

analyze

c)

develop and implement

d)

evaluation

36.

prototype

a)

design

b)

analyze

c)

develop and implement

d)

evaluation

37.

test

a)

design

b)

analyze

c)

develop and implement

d)

evaluation

38.

more agile and emphasizes iterative feedback during design and development

a)

SAM

b)

ADDIE

39.

Proper response is demonstrated following the stimulus

a)

Behaviorist Approach

b)

Cognitivist Approach

c)

Constructivist Approach

40.

Promoting mental processing.
Uses feedback to guide and support mental connections
Build on prior skills.

a)

behaviorist approach

b)

cognitive approach

c)

constructivist approach

41.

Problem-solving
Thinking and reflecting on new information
Learning is social process
Gain knowledge through discovery

a)

behaviorist approach

b)

cognitive approach

c)

constructivist approach

42.

Learners combine thoughts, information, technology
Learning is a process of connecting

a)

behaviorist approach

b)

cognitive approach

c)

constructivist approach

d)

connectivist approach

43.

Mastery learning approach, where learners can progress at their own pace

a)
Mastery learning approach
b)

competency-based learning

c)
Traditional classroom approach
44.

study how adults learn

a)

andragogy

b)

pedagogy

45.

learners build on prior knowledge

a)

andragogy

b)

pedagogy

46.

Learning that challenges the way a learner thinks and helps them grow from new perspectives.

a)
Passive learning
b)
Surface learning
c)
Transformative learning
d)
Repetitive learning
47.

Teaching children. More teacher-instructed.

a)
More student-led activities.
b)
Less structured learning environment.
c)
Focus on independent study.
d)

Teaching children. More teacher-instructed.

48.

remembering, understanding, applying, analyzing, evaluating, creating

a)

blooms taxonomy

b)

fink's taxonomy

c)

gagne's nine events of instruction

d)

meriill's first principles of instruction

49.

Application, Integration, Human Dimension, Caring, Learning How to Learn

a)

blooms taxonomy

b)

fink's taxonomy of significant learning

c)

gagne's nine events of instruction

d)

meriill's first principles of instruction

50.

Gain attention

Inform learners of objectives

Stimulate recall of prior learning

Present the stimulus material

Provide "learning guidance."

Elicit performance or practice

Provide feedback about performance correctness

Assess performance

Enhance retention and transfer

a)

blooms taxonomy

b)

fink's taxonomy of significant learning

c)

gagne's nine events of instruction

d)

meriill's first principles of instruction

51.

an approach to developing curriculum materials and lessons to make access and interaction with the materials accessible, motivating, and engaging for all learners

a)

blooms taxonomy

b)

universal design for learning (udl)

c)

gagne's nine events of instruction

d)

meriill's first principles of instruction

52.

Activation, Demonstration, Application, Integration, Problem-Centered

a)

blooms taxonomy

b)

fink's taxonomy of significant learning

c)

gagne's nine events of instruction

d)

meriill's first principles of instruction

53.

Recall facts and basic concepts: define, duplicate, list, memorize, repeat, state

a)

create

b)
analyze
c)
interpret
d)

remember

54.

Explain Ideas or Concepts: classify, describe, discuss, explain, identify, locate, recognize, report, select, translate

a)

create

b)
analyze
c)

understand

d)

remember

55.

Use information in new situations: execute, implement, solve, use, demonstrate, interpret, operate, schedule, sketch

a)
evaluate
b)
analyze
c)

apply

d)

understand

56.

Draw connections among ideas: differentiate, organize, relate, compare, contrast, distinguish, examine, experiment, question, test

a)
evaluate
b)
analyze
c)

apply

d)

understand

57.

Justify a Stand or Decision: appraise, argue, defend, judge, select, support, value, critique, weigh

a)

analyze

b)

apply

c)

evaluate

d)

create

58.

Produce New or Original work: Design, Assemble, Construct, Conjecture, develop, formulate, author, investigate

a)

analyze

b)

apply

c)

evaluate

d)

create

59.

Students engage in some new kind of action, develop certain skills

a)

application

b)

integration

c)

human dimension

d)

caring

e)

learning how to learn

60.

When students can see and understand connections between different things

a)

application

b)

integration

c)

human dimension

d)

caring

e)

learning how to learn

61.

Learners discover personal and/or social implications of what they have learned

a)

application

b)

integration

c)

human dimension

d)

caring

e)

learning how to learn

62.

Instructor's interest in the learner's feelings and perspective on the value of the instruction

a)

application

b)

integration

c)

human dimension

d)

caring

e)

learning how to learn

63.

Allows learners to continue learning in the future effectively

a)

application

b)

integration

c)

human dimension

d)

caring

e)

learning how to learn

64.

Learners are engaged in real-world scenarios. Matches which of Merrill's principles?

a)
Individual learning principle
b)

Problem-Centered

c)
Abstract tasks principle
d)
Theoretical concepts principle
65.

Learners share and reflect on what they know and combine new knowledge with those they have obtained. Matches which of Merrill's principles?

a)

Activation

b)

Application

c)

Demonstration

d)

Integration

66.

A student's existing knowledge is used as a foundation of the new knowledge that they obtain. Matches which of Merrill's principles?

a)

Retention

b)

Activation

c)

Presentation

d)

Integration

67.

Students are provided with applicable examples of the course content being taught. Matches which of Merrill's principles?

a)
Theoretical analysis
b)
Abstract concepts
c)
Memorization techniques
d)

Demonstration

68.

Provide learners with opportunities to practice new skill. Matches which of Merrill's principles?

a)
Review previous skills
b)

Application

c)
Assess learner's knowledge
d)
Provide theoretical knowledge
69.

(UDL) Provide menu of resources and activities that students can use to build background knowledge of a subject

a)

engagement

b)

representation

c)

action and expression

70.

(UDL) Provide more than one way to learn something - like definitions, images, and modeling

a)

engagement

b)

representation

c)

action and expression

71.

(UDL) Providing a checklist and timeline to guide in the implementation of a project.

a)

engagement

b)

representation

c)

action and expression