Test your basic knowledge |

Technology Applications: General Concepts 1

Subjects : it-skills, literacy
Instructions:
  • Answer 50 questions in 15 minutes.
  • If you are not ready to take this test, you can study here.
  • Match each statement with the correct term.
  • Don't refresh. All questions and answers are randomly picked and ordered every time you load a test.

This is a study tool. The 3 wrong answers for each question are randomly chosen from answers to other questions. So, you might find at times the answers obvious, but you will see it re-enforces your understanding as you take the test each time.
1. Media formats that allow or require some level of physical activity from the user - which in some way alters the sequence of presentation.






2. The use of audio teleconferencing accompanied by the transmission of still pictures and graphics via slow-scan video - fax - or an electronic graphics tablet.






3. In printing - halftone refers to the technique of simulating shades of gray or color by varying the size of dots in a grid - or the number of pixels in a given area.






4. The process of translating information into some meaningful form that can be remembered.






5. A first step in web development that involves planning what the website will look like.






6. Classroom display that allow teachers or students to interact with the computer through a touch sensitive board on which the computer screen is projected.






7. Can be either software that supports the on-screen creation of music scores with several parts or tracks - or a hardware component of a music synthesizer workstation






8. Multimedia that allows user interactions so that the user can determine the direction of the program or presentation.






9. Teaching/learning model based on cognitive learning theory; holds that learners should generate their own knowledge through experience-based activities rather than being taught it by teachers






10. Information provided to students regarding how well they are doing during practice.






11. General category of portable computer devices such as smart phones and tablets (e.g. - iPads)






12. Receiving information over a network from another computer; to bring information (e.g. - text files -images) to a computer from the Internet or other network or from a computer to a disc






13. A shortcut to encoding a series of actions in a computer program. Provides the means to perform a number of separate steps through a single command.






14. According to learning theorist Robert Gagné - a sequenced set of building block skills a student must learn in order to learn a higher-order skill






15. A machine that processes information according to a set of instructions.






16. Tools offered through a special Google site that provide users access to online programs for word processing - spreadsheets - and presentations; the site offers storage of documents on a Google server and allows for sharing of documents among multipl






17. Hardware such as a keyboard - mouse - or joystick through which the user sends instructions to the computer.






18. Systems that allow individuals to view and examine the world through multiple layering of geographic data within a spatial environment; use of technology for visualization - analysis - and measurement of features and phenomena






19. A system of information representation in which the information-text - graphics - animation - audio - and/or video is stored in interlinked nodes; software that allows information stored in various media or various parts of media to be connected (oft






20. New term for information technology or educational technology; refers to all technologies used in education and training - as well as strategies for using them; originally in more common use outside the U.S. - but becoming more popular worldwide due






21. In a full immersion virtual reality (VR) system - a headset that provides the sensory channel through which the wearer 'sees' a computer-generated environment






22. A common term in science education reform - synonymous with immersing students in authentic learning experiences






23. Actively collaborating with learners to determine what learning means and how it can be enhanced within each individual learner. An emphasis is placed on drawing on the learner's own unique talents - capacities - and experiences.






24. Refers to the attitudes - values - customs - and behavior patterns that characterize a social group.






25. An abnormality or loss of function in a physical - anatomical - or psychological structure; may be congenital (present at birth) or acquired through accident or disease






26. Coined by a Boeing researcher in 1990 - it refers to a computer-generated environment in which a real-life scene is overlaid with information that enhances our understanding and uses of it






27. Classroom surfaces used for writing and displaying information - including chalkboards - multipurpose boards - bulletin boards - magnetic boards - and flip charts.






28. The use of the computer in the delivery of instruction.






29. The products created by a database program; any collection of data stored in a computer or on a computer medium






30. One of the first browser programs designed to allow Internet resources to be displayed graphically rather than just in text






31. Piagetian view of how children learn by fitting new experiences into their existing view of the world






32. Programs that allow users to create and manipulate geometric constructions and provide environments in which to make discoveries and conjectures related to geometry concepts and objects






33. Type of virtual reality (VR) system in which i a user places a headset (e.g. - goggles or a helmet) over the eyes to provide a channel through which the wearer 'sees' (i.e. - is immersed in) a computer-generated environment






34. Software designed to maintain and calculate student grades






35. Software programs designed to perform a specific function for the user - such as processing text - performing calculations - and presenting content lessons.






36. Also known as information design uses pictures - symbols - colors - and words to communicate ideas - illustrate information - or express relationships visually.






37. Software tools that simplify the activity of making highly graphic materials such as awards certificates and greeting cards by offering sets of clip art and pre-designed templates to which people add their own content






38. A revision of the HTML standard that provides many of the features of a Flash environment without using Flash






39. A measurement appraisal process that is ongoing - developmentally appropriate - and dynamic; the process of gathering evidence of learning.






40. Short for malicious software - any software specifically designed to damage - destroy - disrupt operations - or spy on the operation of computers






41. Adaptive technologies are designed specifically for persons with disabilities. These are devices that extend the abilities of an individual with special needs in ways that provide physical access (i.e. - wheelchairs - braces) and sensory access (i.e.






42. A computer system set up to allow notices to be posted and viewed by anyone who has access to the network






43. A single silicon chip that contains all of the CPU circuits for a computer system.






44. A statement that likens something new to something familiar. Analogies are typically used either to make abstract information more concrete or to organize complex information.






45. A single networked delivery system that combines sophisticated computer-assisted instruction (CAI) with computer-managed instruction (CMI). Intellectual skills A type of learning that refers to a variety of thinking skills - including concept learnin






46. High definition DVD format






47. Computer actions or programs - such as hypermedia software - that respond to events in the environment; for example - a mouse action event that occurs when the user clicks on a button.






48. A teaching and learning model based on behavioral and cognitive theories; students receive information from teachers and do teacher-directed activities






49. Small - multi-purpose devices such as cellphones - e-books - and 'smart' pens that make it easy to view - communicate - and share information - regardless of location






50. Devices that assist with analyzing and monitoring physical fitness levels by monitoring and reporting blood pressure