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ETEII 4.0

Total questions: 10

Worksheet time: 5mins

Name
Class
Date
1.

It is an educational approach that combines traditional face-to-face classroom instruction with online or digital learning activities. This model shows students to have more control over the time, place, pace, and path of their learning while still benefiting from the guidance of a teacher.

a)

Blended Learning

b)

Engaged Learning

c)

Hybrid Learning

d)

Modular Distance Learning

2.

It is a teaching method that combines in-person and remote (online) learning happening at the same time. In this setup, some students are physically present in the classroom, while others participate live online - often through video conferencing tools like Zoom or Google Meet.

a)

Blended Learning

b)

Engaged Learning

c)

Hybrid Learning

d)

Modular Distance Learning

3.

It refers to the ability to adapt the learning process to suit different needs, preferences, situations, and environments.

a)

Engagement

b)

Flexibility

c)

Fun Learning

d)

Interaction

4.
  1. It refers to the level of interest, enthusiasm, and active involvement a student shows toward their learning process. It reflects how emotionally, mentally, and behaviorally invested a learner is in their studies.

a)

Accessibility

b)

Digital Literacy

c)

Engagement

d)

Flexibility

5.

It means ensuring that all students - regardless of their physical, cognitive, sensory, or emotional abilities - can fully participate in and benefit from the learning experience. It involves removing barriers and providing appropriate tools, resources, and support so that every learner has an equal opportunity to succeed.

a)

Accessibility

b)

Digital Literacy

c)

Engagement

d)

Flexibility

6.

It is the ability to effectively and responsibly use digital tools and technologies to find, evaluate, create, and communicate information. It goes beyond just knowing how to use a computer - it involves critical thinking and ethical behavior in digital environments

a)

Accessibility

b)

Digital Literacy

c)

Engagement

d)

Flexibility

7.

It refers to the ability of machines or computer systems to perform tasks that typically require human intelligence. These tasks include learning, reasoning, problem-solving, understanding language, recognizing patterns, and even decision-making.

a)

Artificial Intelligence

b)

Augmented Reality

c)

Gamification

d)

Virtual Reality

8.

It is a computer-generated simulation of a 3-dimensional environment that users can interact with in a way that that feels real. It usually involves wearing VR headsets, which immerse the user in a digital world by blocking out the real surroundings and responding to their environments

a)

Artificial Intelligence

b)

Augmented Reality

c)

Gamification

d)

Virtual Reality

9.

It is a technology that overlays digital information - such as images, sounds, or text - onto the real world through a device like a smartphone, tablet, or AR glasses.

a)

Artificial Intelligence

b)

Augmented Reality

c)

Gamification

d)

Virtual Reality

10.
  1. It is the use of game-like elements - such as points, badges, levels, challenges, and rewards - in non-game settings to motivate and engage people. In education, it makes learning more fun, interactive and rewarding by tapping into students' natural desire for competition, achievement, and collaboration.

a)

Artificial Intelligence

b)

Augmented Reality

c)

Gamification

d)

Virtual Reality