Tech Innovation in the Classroom
Quiz by Cassie Smith
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10 questions
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- Q1SAMR stands forSubstitution Augmentation Modification RedefinitionStandard Assessment Meets RequirementsStyle Adapt Mold RedefineSchool Alignment Mentoring Remediation30s
- Q2Design Thinking begins with...DefineEmpathizeTestPrototype30s
- Q3Student-centered learning...moves students from passive receivers of information to active participants in their own discovery processis quiet, and you retain full control of the classroom and its activitiesis easy to managedoesn’t allow students to express themselves, ask questions, and direct their own learning30s
- Q4What is the 20-20-20 rule?A classroom chunking toolA classroom management strategy20% of students will hand in 20% of assignments for the first 20 daysA computer rule to prevent eye strain: every 20 minutes look at least 20 feet away for 20 seconds30s
- Q5What is are brain breaks?A few moments of exercise in the classroom that can reset their attention.Makerspaces, Genius Hour, and art projects can help boost kids’ imaginations.Short activities that stimulate curiosity—to boost students’ motivation and improve their mood.30s
- Q6What is Kagan cooperative learning?An approach to teaching to actively engage all students30s
- Q7Research on classroom technology integration shows...replacing teachers with computer-based instruction always yields learning benefitsthere is ample rigorous research on the specific features of technology integration that improve learningsimply adding technology to K-12 environments improves learningblending technology with teachers to support interactive learning, exploration, and creation (instead of “drill and kill” techniques) leads to higher engagement and learning gains30s
- Q8Virtual Reality in the classroom can be used for...hour-long lessonscontent deliveryempathy-building and perspective-taking30s
- Q9ISTE has created technology standards for everyone EXCEPT:studentsparentseducatorseducation leaders30s
- Q10The Technology Integration Matrix (TIM)...provides a framework for describing and targeting the use of technology to enhance learning30s