EDUC 201 Quiz 6

EDUC 201 Quiz: The Global Classroom

Covers the Textbook material from Module 6: Week 6.

  1. Identify the term that applies to an institution that exists in cyberspace, teaching all of its classes online.
  2. Serious learning games allow students to apply what they have learned and refine their understanding of content in a safe, risk-free environment.
  3. 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.
  4. 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.
  5. Blended learning or hybrid courses only occur online.
  6. Many colleges and universities are now awarding high school diplomas while charging private school tuition and offering financial aid.
  7. Learning games are associated with formal or informal learning environments or with self-learners interested in acquiring new knowledge or understanding.
  8. Which describes the understanding of one’s own learning processes?
  9. 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?
  10. A blended learning environment combines online learning with ______ interactions.
  11. _ 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.
  12. Identify the application of online learning that uses instructional materials and access to a wealth of resources that can facilitate the adoption of research-based principles and best practices from the learning sciences, an application that might improve student outcomes without substantially increasing costs.
  13. Effective serious learning games encourage the kind of persistence that promotes a ______.
  14. In a global knowledge economy, according to the text, it is most advantageous to ______.
  15. 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.
  16. An asynchronous online lecture is happening in real time.
  17. 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.
  18. Identify the term that describes the increase of global connectivity, integration, and interdependence in economic, cultural, social, and technological spheres.
  19. Identify the standards that serious learning games align with to increase rigor.
  20. Research shows teenagers experience more flow when they are reading books than when they are watching television.
  21. When developed correctly, games can engage players in learning that is specifically applicable to school curriculum.
  22. Currently, five states require some form of online learning for high school graduation.
  23. 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.
  24. 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.
  25. In 2017, researchers estimated that there were over ______ million students taking courses online.

Set 2

  1. 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.
  2. In 2017, researchers estimated that there were over ______ million students taking courses online.
  3. 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.
  4. When developed correctly, games can engage players in learning that is specifically applicable to school curriculum.
  5. Currently, five states require some form of online learning for high school graduation.
  6. When Barbara Kurshan encountered some middle-school students in a friend’s basement she observed some students were on the computer, some were sending text messages via their mobile phones, and others were on Facebook. She asked them what they were doing, and they responded,
  7. refers to a place where students can gather to create, invent, tinker, explore, and discover using a variety of tools and materials.
  8. Learning games are associated with formal or informal learning environments or with self-learners interested in acquiring new knowledge or understanding.
  9. Many colleges and universities are now awarding high school diplomas while charging private school tuition and offering financial aid.
  10. Identify the online classroom environment in which students work from different geographical areas and at varying times.
  11. Identify the online classroom environment in which students are virtually present through the Internet at the same point in time.
  12. 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?
  13. 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.
  14. A blended learning environment combines online learning with ______ interactions.
  15. Identify the standards that serious learning games align with to increase rigor.
  16. Identify the term that describes the increase of global connectivity, integration, and interdependence in economic, cultural, social, and technological spheres.
  17. Blended learning or hybrid courses only occur online.
  18. involves our development of affective skills, such as empathy and respect for others, in order to be engaged and effective citizens of the world.
  19. An asynchronous online lecture is happening in real time.
  20. In a global knowledge economy, according to the text, it is most advantageous to
  21. 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.
  22. 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.
  23. Which describes the understanding of one’s own learning processes?
  24. Research shows teenagers experience more flow when they are reading books than when they are watching television.
  25. Effective serious learning games encourage the kind of persistence that promotes a
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