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. Software that is given away free of charge - but whose author still retains all rights.






2. An instructional designer's roles and responsibilities include: researching K-12 educator user requirements for portal development - multi-media tools and video-mediated learning - determining the screen layout - creating the flowcharts - and specify






3. 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






4. Guidelines limiting the rights of copyright holders and allowing portions of copyrighted materials to be used for educational purposes; guidelines for portion - time - amount - and distribution of copyrighted materials for educational purposes.






5. A built-in feature of word-processing software that automatically detects and corrects misspelled words and incorrect capitalization






6. In Adobe Flash - an advanced authoring environment for creating content for the web - a mobile - or virtually any digitalplatform






7. Software that assists teachers in preparing individual educational plans (IEPs) required by law for students with special needs; automates the process by providing on-screen prompts that remind teachers of the required components in the plan






8. Multiuser dungeon (or dimension or domain); a location on the Internet where several users at a time can interact with each other's avatars (graphic representations of each other); also known as a MUD Object Oriented or MOO






9. The process of translating principles of learning and instruction into plans for instructional materials and activities.






10. 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.






11. 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






12. According to information-processing learning theorists - one of the three kinds of memory or 'stores' the brain uses to process information - much like a computer; LTM can hold information indefinitely after it is linked to prior knowledge already in






13. A worldwide radio-navigation system made possible by a bank of orbiting satellites and their ground stations to pinpoint exact geographic locations on earth; a device that cross-references a GPS signal with mapping software and shows the location to






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






15. Flaming messages are messages which express overly strong feelings. Spam is the term for e-mail junk mail - which should not be for¬warded. Chain letters are letters that have been forwarded from several previous e-mail readers. According to netiquet






16. A type of learning that refers to feelings - beliefs - and values that lead individuals to make consistent choices when given the opportunity.






17. 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.






18. An internal state that leads people to choose to work toward certain goals and experiences. Defines what people will do rather than what they can do.






19. Using technology to accommodate difficulties individuals have with performing specific tasks - e.g. - providing speech recognition software to those with physical disabilities that limit their use of a pencil or a keyboard






20. An associational information-processing system in the text domain. In a hypertext system - text information is stored in nodes - and nodes are interconnected to other nodes of related information; in 1960 - Ted Nelson coined the term to describe a da






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






22. A computer database program that can store and manipulate students' grades.






23. The continuous evaluation of instruction before - during - and after implementation - which leads to continual revision and modification in order to increase student learning.






24. A major category of locations on the Internet. Major domains include com (company) - edu (educational institution) - gov (government) - net (network) - and org (organization).






25. Comprehension exercises with certain words removed to require students to fill in the blanks






26. Email additions; may be documents - graphics - or software.






27. A collection of information systematized by computer software to allow storage and easy retrieval through keyword searching; the program designed to accomplish these tasks






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






29. Also referred to as a domain designator - a required part of a Uniform Resource Locator (URL) on the Internet that indicates what kind of group owns the server; examples include '.edu -' '.com -' and '.org'






30. A type of instructional activity that leads students to want to learn and to put in the effort required for learning.






31. Individuals who are learning English as their majority language for everyday uses - employment - and educational purposes. ELL also stands for English Language Learning






32. A portion of the instructional objective that indicates under what circumstances students are expected to perform.






33. The most common input device; resembles the key layout of a typewriter.






34. Video games that provide physical activity or exercise through interactive play






35. An electronic go-between by which the computer communicates with a peripheral device.






36. 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






37. Software available in both CD and the Web formats. Electronic encyclopedia - including not only pictures - but sound and video as well. They also have powerful key word searching capabilities. In addition to electronic encyclopedias - research journa






38. A dynamic instructional method in which individuals talk together - share information - and work cooperatively toward a solution or consensus. This method encourages classroom rapport and actively involves students in learning.






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






40. 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






41. Activity when students submit their written or artistic products to a website






42. A device that includes a display screen connected to a computer and digital projector; allows information projected on the screen to be manipulated with special pens or one's hands and also allows drawings or notes from a given session to be saved an






43. A type of instructional activity designed to determine how well students have mastered lesson objectives.






44. A combination input and output device that allows a computer to communicate with another computer over telephone or cable TV lines; (short for modulator-demodulator) converts digital computer information into sound (and vice versa) for transmission o






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






46. A 4.72-inch-diameter disc on which a laser has digitally recorded information such as audio - video - or computer data.






47. The practice of collecting data from all the information available and searching it to see relationships among the data elements






48. 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






49. Resource for students with hearing impairments in which the teacher wears a wireless microphone and students with auditory processing learning disabilities wear receivers that amplify the teacher's voice and serve to focus attention






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