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2024 C I 202 LEARNING TECHNOLOGIES IN THE 7-12 CLASSROOM FINAL ISU NADOLNY /GLEASON EXAM WITH CORRECT ANSWERS €13,40   In winkelwagen

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2024 C I 202 LEARNING TECHNOLOGIES IN THE 7-12 CLASSROOM FINAL ISU NADOLNY /GLEASON EXAM WITH CORRECT ANSWERS

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2024 C I 202 LEARNING TECHNOLOGIES IN THE 7-12 CLASSROOM FINAL ISU NADOLNY /GLEASON EXAM WITH CORRECT ANSWERS

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2024 C I 202 LEARNING
TECHNOLOGIES IN THE 7-12
CLASSROOM FINAL ISU
NADOLNY /GLEASON EXAM WITH
CORRECT ANSWERS

Digital equity is defined as access to digital tools, resources, and services to
increase digital knowledge, awareness, and skills. - CORRECT ANSWERS-True


ACOT project and information given by it - CORRECT ANSWERS-- Pilot
program in classrooms across the country by Apple exploring how computing
could transform education
- Found there are stages in teachers as they learn new technology

The 5 Stages of technology use from ACOT - CORRECT ANSWERS-- Entry:
learn the basics of using the new technology
Adoption: use the new technology to support tradition instruction
- Adaption: integrate new technology into traditional classroom practice by
focusing on increased student productivity and engagement
- Appropriation: focus on cooperative, project based, and interdisciplinary
working incorporating technology as needed as one of many tools
- Invention: finding new uses for technology in the classroom that would've
been impossible before.

ZPD is a concept that hypothesizes learning best occurs when students are
presented ideas and engage in activities that are just beyond their current
level of proficiency, but they can learn this new material with the support of
a teacher. - CORRECT ANSWERS-True

ZPD stands for - CORRECT ANSWERS-Zone of Proximal Development

The definition of Game-Based Learning includes ALL of the FOLLOWING
elements EXCEPT: - CORRECT ANSWERS-Anticipation guides to prompt
thinking

Games and simulations in the classroom increase engagement, motivation,
and academic achievement. - CORRECT ANSWERS-True

,Before introducing a game into the learning space, the teacher must
consider ALL OF THE FOLLOWING EXCEPT: - CORRECT ANSWERS-Student
grade point averages

Even when teachers choose good games for teaching & learning, there are
no significant learning outcomes (for example, no increase in academic
achievement & motivation). - CORRECT ANSWERS-True

When choosing a game, teachers need to do ALL OF THE FOLLOWING
EXCEPT: - CORRECT ANSWERS-Choose a good game

In the Game-Based Learning article (Alaswad & Nadolny, 2015), the authors
noted that games included Game Attributes, Game Elements, and Learning
Activities. Game attributes are similar to the technological concept of... -
CORRECT ANSWERS-Affordances

Game-Based Learning consists of attributes, elements, and learning
activities. Game elements can be considered the ______ of the game. -
CORRECT ANSWERS-Features

In the 2015 article on Game-Based Learning (Alaswad & Nadolny, 2015), the
authors focused on 3 examples of game attributes. All of the following
attributes are mentioned in the article EXCEPT: - CORRECT ANSWERS-
Leaderboards

In their 2015 article on Game-Based Learning, the authors (Alaswad &
Nadolny, 2015) described how badges and leaderboards are examples of
Game Elements. - CORRECT ANSWERS-True

When integrating gamification (or game-based learning) into the classroom,
teachers must remember to include metacognition so that learners have a
chance to reflect on their game play, and consider how they can apply this
knowledge to their understanding of course content. - CORRECT ANSWERS-
True


How the view of technology integration changed from the 1980's to today -
CORRECT ANSWERS-- 1980s: very unclear and new, trying to figure out the
best way to use technology in the classroom
- Today: Know there is no "best way" to use technology in curriculum and
that integration should be creatively used depending on the subject and
context specific to your classroom.

Two important considerations for technology integration - CORRECT
ANSWERS-- What are the affordances/uses and challenges for each tool?
- What is the role of the teacher and the greater community

, High-level technology integration - CORRECT ANSWERS-- provides
opportunities, analysis, creativity or collaboration that would not otherwise
occur.
- E.g.) work with scientists on global data collection project and present
results at city council board meeting.

Affordances - CORRECT ANSWERS-Actions that become possible because of a
technology

4 affordances of social media - CORRECT ANSWERS-- Persistence (stays
around for a long time)
- Replicability (media can be copied easily)
- Scalability (ability to go viral)
- Searchability (ability to search)

Strengths of using social media for teaching and learning - CORRECT
ANSWERS-Improve student perceptions of contributing to meaningful
discussions
Improve learning among peers
Improve student-teacher relationships

U.S. adult usage of social media in comparison to other countries - CORRECT
ANSWERS-- Lowest
- Jordan 90%
- Egypt 88%
- Mexico 81%
- Tunisia 85%
- Turkey 87%
- U.S. 71%

4 C's of participatory culture - CORRECT ANSWERS-Circulate
Create
Collaborate
Connect

"opportunity to learn" in relation to "opportunity divide" - CORRECT
ANSWERS-- People's opportunity to learn is unevenly distributed
- Unequal access to technology and media as those with higher
socioeconomic status generally have greater access to resources that
support technology use

Copyright laws applicable to teachers - CORRECT ANSWERS-Fair Use, Section
107
Classroom Use Exemption, Section 110

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