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Technology Applications: General Concepts 1

Subjects : it-skills, literacy
Instructions:
  • Answer 50 questions in 15 minutes.
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  • 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. Piagetian view of condition children experience when they confront new and unfamiliar features of their environment that do not fit with their current views of the world






2. The collection of all related records in a database.






3. Ways of storing digitized images for use in webpages and multimedia products - e.g. - GIF - JPEG






4. A committee composed of the parent - administrator - assessment personnel - regular education teacher - special education teacher - and other pertinent representatives who meet on a regular basis to make decisions in regard to admission - services -






5. A small pictorial or graphical representation of a computer hardware function or component - or a computer software program - commonly associated with a graphical user interface.






6. An animation key frame is a single still image defined throughout an animated sequence that occurs at a pivotal point in that sequence.






7. Not occurring at the same time - form of distance communications in which information and messages are left for the receiver to read later; contrasts with synchronous communications - in which information and messages are sent and received immediatel






8. 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






9. According to learning theorists Benjamin Bloom and B. F. Skinner - an instructional approach in which students learn a sequence of objectives that define mastery of the subject; students pass tests on each objective to demonstrate they have mastered






10. A computer dedicated to managing a computer network and providing resources to other computers on the network (the clients). The file server is usually faster and has larger storage capabilities than the client machines.






11. A computer input device that permits the development of graphic images by translating drawing on the tablet into onscreen images.






12. The application of knowledge to solve problems or complete tasks that are realistic and meaningful.






13. A file format for storing and sending video sequences on a network






14. A communications service that allows users to create a private chat room which only members of a mutually agreed upon list may enter; the system alerts a user when someone from the IM list is online; IM also designates the act of instant messaging -






15. In cognitive load theory - the use of working memory that results in productive - engaged learning






16. The legal rights to an original work produced in any tangible medium of expression - including written works - works of art - music - photographs - and computer software.






17. A type of information that describes the potential usefulness of facts - concepts - and principles.






18. (short for Command Line Interface) the interface is where the user types a text command and the computer responds according to that command.






19. Within a computer - this is an area that stores instructions (programs) and information that can be readily accessed by the processor.






20. Feedback that tells students specifically what they can do to correct their performance.






21. An individual who gains access to computer systems without authorization.






22. In language learning international class-to-class partnerships in which projects and casks are developed by the partner teachers in the collaborating institutions; students work with students of other cultures to provide authentic writing and researc






23. Using a computer system to administer and score assessment measures; also - computer adaptive testing - computer-based testing






24. The preliminary or main web page of a particular website.






25. A branch of computer science concerned with the design of computers and software that are capable of responding in ways that emulate the decision-making capabilities of the human mind.






26. The process of selectively receiving information from the environment.






27. Similar to distance education - the notion of supporting learners - who may be situated locally or at a distance - with learning resources that may be distributed in space and time.






28. 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.






29. A graphical means of illustrating the logical flow of a computer program.






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






31. A three-dimensional representation of a real object; it may be larger - smaller - or the same size as the object represented.






32. One of the devices (e.g. - a data glove) that allow users to experience a full immersion virtual reality system by providing tactile or touch input






33. Fundamental to most operating systems is the concept of files and directories (or folders). A file system in most operating resembles an inverted tree with the roots at the top and branches at the bottom. This tree structure uses directories or folde






34. Learning is a persisting change in human performance or performance potential [brought] about as a result of the learner's interaction with the environment. To change (or have the capacity to change) one's level of ability or knowledge.






35. A term introduced by Whitehead in 1929 to mean skills that students learn in isolation but do not know how to transfer later to problems that require them






36. Content experts are also called subject matter experts (or SMEs). A content expert's roles and responsibilities include: researching the content - helping with storyboard - and writing all of the text. For many multimedia projects in education - SME






37. Computer programs used to develop multimedia or Web applications; programs used to create documents utilizing point and click features but require some knowledge of the program; authoring programs such as Adobe Flash can be used to create multimedia






38. An internal network or a subset of the Internet - usually available only to the members of the organization that set it up; as a provision for security - some technical department set up Intranets which are parts of the Internet used internally withi






39. A procedure of instruction selected to help learners achieve objectives or understand the content or message of instruction (e.g. - presentation - simulation - drill and practice - cooperative learning).






40. Either software or devices with software that help carry out complex numeric calculations involved in higher-level math problems (e.g. - Maple)






41. An asynchronous communication medium in which two or more individuals exchange messages using personal computers connected via a network or telephone lines.






42. Software tools that create documents and web pages with 'fillable' forms






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






44. Customized keyboards created for users with special needs (e.g. - enlarging the keys to provide more space for the student to press a key; removing keys that are not relevant for a given software; programming multi-step functions like save - print -






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






46. An online system of web course design and delivery tools; Desire-to-Learn and BlackBoard are examples






47. A high-level programming language originally designed as an artificial intelligence (AI) language but later popularized by Seymour Papert (based on the learning theories of Jean Piaget) as an environment to allow children to learn problem-solving beh






48. The process of determining which digital tools and which methods for implementing them are the most appropriate responses to given educational needs and problems






49. Software that provides on-screen blank musical bars on which the user enters the musical key - time - and individual notes that constitute a piece of sheet music






50. Typeface used in word processing or desktop publishing; the appearance of the text itself - which can be altered through the selection of various typefaces and sizes of type. These include many typefaces common to the printing field - such as Times -







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