Quiz_ The Global Classroom

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West Virginia University *

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201

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Computer Science

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Dec 6, 2023

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14

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Quiz: The Global Classroom Due Oct 2 at 11:59pm Points 25 Questions 25 Time Limit 60 Minutes This quiz is no longer available as the course has been concluded. Attempt History Attempt Time Score LATEST Attempt 1 39 minutes 25 out of 25 Correct answers are hidden. Score for this quiz: 25 out of 25 Submitted Sep 28 at 7:04pm This attempt took 39 minutes. Question 1 1 / 1 pts Currently, five states require some form of online learning for high school graduation. True
False Question 2 1 / 1 pts When developed correctly, games can engage players in learning that is specifically applicable to school curriculum. True False Question 3 1 / 1 pts Teachers report that their students did not prefer digital media over other types of instruction and that digital media decreased student motivation and stimulated discussions. True False
Question 4 1 / 1 pts Research shows teenagers experience more flow when they are reading books than when they are watching television. True False Question 5 1 / 1 pts Effective serious learning games encourage the kind of persistence that promotes a ______. a. fixed mindset b. growth mindset c. globalized mindset d. makerspace mindset
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Question 6 1 / 1 pts In 2017, researchers estimated that there were over ______ million students taking courses online. a. 1 b. 3 c. 10 d. 25 Question 7 1 / 1 pts Which describes the understanding of one’s own learning processes? a. iLEARN b. makerspace c. metacognition
d. knowledge economy Question 8 1 / 1 pts Many colleges and universities are now awarding high school diplomas while charging private school tuition and offering financial aid. True False Question 9 1 / 1 pts Identify the term that describes the increase of global connectivity, integration, and interdependence in economic, cultural, social, and technological spheres. a. makerspace b. knowledge economy c. virtual school
d. globalization Question 10 1 / 1 pts Identify the application of online learning that dramatically reduces the cost of providing access to quality educational resources and experiences, particularly for students in remote locations or other situations where challenges such as low student enrollments make the traditional school model impractical. a. broadening access b. differentiating instruction c. time management d. personalized learning Question 11 1 / 1 pts A blended learning environment combines online learning with ______ interactions. a. gaming
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b. outsourcing c. face-to-face d. asynchronous Question 12 1 / 1 pts Identify the term that describes how businesses operate through the collaboration and shared problem solving of people across the globe, transforming information into creative innovations for an everchanging world. a. makerspace b. knowledge economy c. virtual school d. globalization Question 13 1 / 1 pts
______ refers to a place where students can gather to create, invent, tinker, explore, and discover using a variety of tools and materials. a. global economy b. gaming c. virtual school d. makerspace Question 14 1 / 1 pts Serious learning games for language learning show evidence of enhancing student learning, not only by the users but also by those watching the games being played. True False Question 15 1 / 1 pts
In a global knowledge economy, according to the text, it is most advantageous to ______. a. acquire data b. understand how we learn c. acquire technology skills d. resist change Question 16 1 / 1 pts Learning games are associated with formal or informal learning environments or with self-learners interested in acquiring new knowledge or understanding. True False Question 17 1 / 1 pts
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Identify the online classroom environment in which students are virtually present through the Internet at the same point in time. a. synchronous b. asynchronous c. globalization d. makerspace Question 18 1 / 1 pts ______ is described in the text as an unselfconscious involvement in an activity during which nothing else seems to matter and a sense of time is lost. a. makerspace b. flow c. zone d. gaming
Question 19 1 / 1 pts In a flat world, organizations find who in the world can best do the work at the appropriate level of quality and at the lowest possible cost. Which term best describes this process? a. outsource b. skype c. makerspace d. globalization Question 20 1 / 1 pts Identify the term that applies to an institution that exists in cyberspace, teaching all of its classes online. a. global economy b. gaming c. virtual school
d. makerspace Question 21 1 / 1 pts An asynchronous online lecture is happening in real time. True False Question 22 1 / 1 pts Identify the application of online learning, especially building on students interests, which can result in increased student motivation, time on task, and ultimately, better learning outcomes. a. broadening access b. differentiating instruction c. time management
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d. personalized learning Question 23 1 / 1 pts ______ involves our development of affective skills, such as empathy and respect for others, in order to be engaged and effective citizens of the world. a. global competence b. knowledge economy c. globalization d. metacognition Question 24 1 / 1 pts Serious learning games allow students to apply what they have learned and refine their understanding of content in a safe, risk-free environment. True
False Question 25 1 / 1 pts Identify the application of online learning that is based on student performance on diagnostic assessments and preferred pace of learning, thereby improving the efficiency with which students move through a learning progression. a. broadening access b. differentiating instruction c. engaging students in active learning d. personalized learning Quiz Score: 25 out of 25