Q4 MIL M2 ASSESSMENT
Quiz by Jacquis Cerda
Feel free to use or edit a copy
includes Teacher and Student dashboards
Measure skillsfrom any curriculum
Tag the questions with any skills you have. Your dashboard will track each student's mastery of each skill.
- edit the questions
- save a copy for later
- start a class game
- automatically assign follow-up activities based on students’ scores
- assign as homework
- share a link with colleagues
- print as a bubble sheet
- Q1
(Ubiquitous, Online) learning means that education can happen anytime, every time.
Users enter free textType an Answer30s - Q2
The grammar of the digital world is (hypertext, linear text).
Users enter free textType an Answer30s - Q3
Real time information dissemination promotes (reflective, dynamic) interaction.
Users enter free textType an Answer30s - Q4
The communication process nowadays must be (audience, user)- centered.
Users enter free textType an Answer30s - Q5
The influx of online learning opportunities that allows wide networking is a clear proof that we are in the (digital, connected) age.
Users enter free textType an Answer30s - Q6
When it comes to management, MOOCs are (cheaper, more expensive) compared to traditional learning.
Users enter free textType an Answer30s - Q7
(Analytics, Haptics) provides relevant and reliable information about the learning process of students.
Users enter free textType an Answer30s - Q8
(Group chats, printed modules) are tools for MOOCs
Users enter free textType an Answer30s - Q9
MOOCs are designed for (small, large) classes.
Users enter free textType an Answer30s - Q10
A MOOC program is (restricted, flexible) for the learner.
Users enter free textType an Answer30s - Q11
A technology that provides a big picture of learning outcomes through available data such as test results.
a. Analytics
b. Learning trackers
d. All of the above
c. Online exams
30s - Q12
Which of the following is NOT an example of modern wearable technology?
a. Smart Watches
c. Smartphones
d. Headsets
b. Fitness Trackers
30s - Q13
Refers to a type of learning that happens anytime, anywhere and with anyone.
b. Online Learning
c. Ubiquitous Learning
d. Virtual Learning
a. Global Learning
30s - Q14
Technology that takes advantage of the user’s sense of touch using computer applications
c. VR Technology
d. Wearable Technology
a. Contextual awareness
b. Haptics
30s - Q15
It refers to the model for delivering content online to any person who wants to take a course with no limit to attendance.
a. Education Model
d. Electronic Learning Model
c. Massive Open Online Course
b. Model of Online Learning
30s