What does DLE stand for?, Digital Learning Environment, What is a Digital Learning Environment?, A learning ecosystem in which teaching, learning and competence development are fostered in classroom-based, online, blended or hybrid settings, In a Digital Learning Environment activities can be static or interactive, True, A Digital Learning Environment is only made up of two important components: the human component and the technological component, False, What are the three components of a DLE?, Human component, technological component, and their interrelations, Interactions are considered effective only if they occur inside the community of learners, False, In a Digital Learning Environment there are four functions of the technological component, False, How many functions of the technological component are there in a DLE?, 5, What are the five functions of the technological component?, Creating and managing activities; Delivering and displaying resources; Collecting data; Analyzing and elaborating data; Providing feedback, A Digital Learning Environment is characterized by the presence of a computer used by the teacher to plan activities, False, One of the aims of a Digital Learning Environment is to support learning by tailoring lessons to students' needs, True, A Digital Learning Environment operates beyond in-class spaces, True, A learner and a teacher are the two indispensable elements in a Learning Environment, False, What are the two indispensable elements of a Learning Environment?, Learner and setting/space, The physical spaces and cultural background must be considered when designing a Learning Environment, True, In a Digital Learning Environment it is necessary to have at least four of the five ideal features, False, What are the ideal features often associated with DLEs?, Availability, Accessibility, Adaptivity, Acceptability, Sustainability, Is the providing feedback function exploited in the proposed DLE scenario?, No, because students do not receive feedback from the technological system, Is the activity collaborative or individual?, Collaborative, Is the delivering and displaying function exploited?, Yes, because students exchange materials through a shared online folder, Is the creating and managing function exploited?, No, because the teacher does not create the activity using technology, Is the analyzing and elaborating function exploited?, Yes, because students use the Internet to find information and materials, What is the role of the teacher in the DLE scenario?, Facilitator, Does the situation represent a Digital Learning Environment?, Yes, because it includes a community of learners and technology, How could the DLE be improved?, Assign the city through an online application, A Learning Object may be used in multiple contexts for multiple purposes, True, Learning Objects are tagged with metadata in order to memorize them, False, Why are Learning Objects tagged with metadata?, To be easily found, What are Learning Objects?, Digital self-contained and reusable entities with a clear educational purpose, Learning Objects are similar to little bricks and must be combined with other elements to be effective, False, Learning Objects are self-contained units, True, Learning Objects are single elements that build a specific knowledge, True, What are Learning Outcomes?, Effective and measurable results achieved by a student after a learning experience, Learning Outcomes identify effective and measurable results achieved by a student after a learning experience, True, What are Learning Objectives?, Goals a student is expected to reach at the end of a learning experience, Learning Objectives are the activities a student faces during a lesson or course, False, Learning Objectives are not necessarily related to Learning Outcomes, False, What are the three elements to be defined when designing an activity?, Learning Objectives, Learning Outcomes, Learning Objects, In SMART, R stands for Realistic, False, What does SMART stand for?, Specific, Measurable, Achievable, Relevant, Time-bound, Learning Outcomes should be SMART, True, What is Instructional Design?, The field that identifies didactic criteria to achieve effective, efficient and interesting learning, What does ADDIE stand for?, Analysis, Design, Development, Implementation, Evaluation, In ADDIE, what does A stand for?, Analysis, In ADDIE, what does I stand for?, Implementation, Which element is crucial at every step of ADDIE?, Evaluation, What happens during the Analysis phase?, Instructional goals are established, What happens during the Design phase?, Specific learning objectives are selected, What happens during the Development phase?, Activities and materials are produced, What happens during the Implementation phase?, Activities are delivered and the teacher acts as a facilitator, What happens during the Evaluation phase?, The effectiveness of the process is assessed, What is Gamification?, The use of game design elements in non-game contexts, Gamification is the use of game design elements in game contexts, False, Gamification promotes a positive approach to the learning process, True, Playing an active role in gamification activities generates anxiety, False, Playing an active role in gamification activities generates pleasure, True, Students like to have some control over activities and build their own path, True, It is important to make people aware of the progress they are making, True, Fun is essential in designing a gamification activity, True, Extrinsic motivation works better than intrinsic motivation because it is determined by personal reasons, False, Why does intrinsic motivation work better than extrinsic motivation?, Because it is determined by personal reasons and pleasure, Rewards should be provided only at the end of the activity, False, When are rewards more effective?, When they are regularly provided, Giving students the chance to personalize an activity may be embarrassing, False, Why is personalization important in gamification?, People enjoy having the chance to personalize the activity, Why is adaptability important in gamification?, Because people like when their choices affect the game, Which of these is NOT a gamification technique?, Tests, Player type research is part of the design process of gamified systems, True, In Bartle's model there are five player types, False, How many player types are there in Bartle's model?, 4, What are Bartle's four player types?, Achievers, Explorers, Socializers, Killers, According to Bartle's model, achievers feel rewarded by challenging experiences, True, What motivates Achievers?, Achievement and challenging experiences, According to Bartle's model, explorers are only interested in geography, False, What motivates Explorers?, Exploring the world and discovering game mechanics, According to the HEXAD model, Philanthropists are motivated by rewards, False, What motivates Philanthropists?, Purpose, Philanthropists are altruistic and willing to give without expecting a reward, True, According to the HEXAD model, what motivates Free Spirits?, Autonomy, According to the HEXAD model, Disruptors only want to destroy the system, False, What do Disruptors do?, They challenge the system and push its boundaries to create positive or negative change, In Marczewski's model, user types differ in the degree to which they can feel motivated, True, What are the three components of the Factor Model?, Achievement, Social, Immersion, Serious Games are games designed to learn and develop specific competences, True, What are Serious Games?, Games designed to learn and develop specific competences, Serious games and role-playing games are examples of gamification, False, Serious games require more engagement than gamification activities, False, How much engagement do Serious Games and Gamification require?, Both require high engagement, Artificial Intelligence can be defined as the capacity of machine models to solve problems with pre-encoded solutions, False, Artificial Intelligence can be defined as the capacity of machine models to solve problems without pre-encoded solutions, True, What is Artificial Intelligence?, A machine-based system that can make predictions, recommendations, or decisions that influence real or virtual environments, Artificial Intelligence can influence real environments, True, Artificial Intelligence can analyze students' learning processes, True, An advantage of AI in education is the analysis of students' learning processes, True, It is not necessary to have specific competences to use AI, False, What competences are needed to use AI?, Basic AI knowledge, digital skills, creativity, communication, teamwork, analytical skills, problem-solving, critical thinking and judgment, GenAI can only generate images and videos, not texts, False, What is GenAI?, Artificial Intelligence capable of generating texts, images, videos, presentations and other content, GenAI is constantly trained using data already available online, True, Teachers can use GenAI to prepare tests and questionnaires, True

ustvaril/-a

Lestvica vodilnih

Vizualni slog

Možnosti

Preklopi predlogo

Obnovi samodejno shranjeno: ?