SEE 13 Flashcards

(118 cards)

1
Q

Refers to engaging in appropriate and responsible behavior when using technology, which includes digital literacy, ethics, etiquette, online safety, norms, rights, culture, and more.

A

Digital citizenship

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2
Q

This has bridged the gap of communication for
billions of people all over the globe.

A

advancement in various technologies

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3
Q

What did we create as our interaction with each other using the Internet has been increasing?

A

Digital Society

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3
Q

What did we create as our interaction with each other using the Internet has been increasing?

A

Digital Society

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4
Q

As this, we have to understand how to act in a manner acceptable to the norms, rules and laws of the digital world. As well as know our rights and responsibilities.

A

Digital Citizen

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5
Q

As future teachers, what is one our main goals?

A

to educate your students to present themselves in the best possible way in the digital
society.

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6
Q

It is about harnessing the power of your digital tools to increase the possibilities of using technology to your advantage.

A

Digital Citizenship

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7
Q

What are the six simple rules in becoming a good digital citizen?

A
  1. Stay online and stay free.
  2. Think before you post or text.
  3. What goes around, comes around.
  4. Spread heart, not hurt.
  5. Give and get credit.
  6. Consider this one world in which you want to live.
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8
Q

Keep publishing the personal details. Keep your profile
private, maintain your list of contacts, and be vigilant about who you trust online. If unwanted contact ever makes you feel awkward, do not respond. Take a screenshot, sign off, and send it to your trusted person.

A

Stay online and stay free.

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9
Q

Please pause before posting or sending an email.
Only one click away might be a bad reputation. Think of the last person in the world that you might like to see what you publish before you push the “send” button.

A

Think before you post or text.

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10
Q

We all want to protect our online privacy. Then,
it follows that we also respect the privacy of others. Posting an awkward picture or sending the message to a friend without asking may cause unintentional damage or harm to others.

A

What goes around, comes around.

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11
Q

If you wouldn’t say something in person, don’t do it online. Stand up for those abused or threatened, and let them know you are there for them.

A

Spread heart, not hurt.

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12
Q

We all take pride in what we make. Lend credit to your
sources. Illegal downloading, digital hacking, and cutting and pasting stuff from other people can be easy, but that doesn’t make it right. You are responsible for
recognizing the creative work of other people — and the right to have your work recognized.

A

Give and get credit.

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12
Q

We all take pride in what we make. Lend credit to your
sources. Illegal downloading, digital hacking, and cutting and pasting stuff from other people can be easy, but that doesn’t make it right. You are responsible for
recognizing the creative work of other people — and the right to have your work recognized.

A

Give and get credit.

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13
Q

Create, post, tag, comment, and make constructive contributions to the online community

A

Consider this one world in which you want to live.

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14
Q

In the article, The Top 3 Elements of Student Digital Citizenship, Ribble (2018) summarized these points into three, what are those?

A

be safe, be social, and be savvy online.

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15
Q

According to Cornell University, are any skills related to digital literacy or the ability to find, evaluate, use, share, and create content using IT and the Internet.

A

Digital Skills

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16
Q

A language representing digital and technical skills to better ‘speak and understand’ the digital world.

A

Digital Literacy

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17
Q

What are the nine (9) essential digital skills to shape and boost their teaching and pedagogical practices.

A
  1. Record, edit, and upload audio clips.
  2. Make interactive videos.
  3. Build visually compelling content.
  4. Use social networking websites for professional content.
  5. Construct communication spaces using blogs.
  6. Curate and share resources.
  7. Create attractive presentations.
  8. Generate digital portfolios.
  9. Craft non-traditional quizzes.
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18
Q

What are the 4C’s of 21st Century Skills?

A

(1) Critical thinking; (2) Creativity;
(3) Collaboration; and (4) Communication.

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19
Q

A 21st Century skill that requires solving problems presented before us.

A

Critical Thinking

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20
Q

A 21st Century skill that empowers the students to question the truth and the existence of things.

A

Critical Thinking

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21
Q

A 21st Century skill that makes you think outside the box.

A

Creativity

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22
Q

Trying new methods and strategies to make things done spells a big difference in the 21st Century.

A

Creativity

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23
This 21st Century Skill gives students the liberty to figure out a better way to handle pressing concerns
Creativity
24
Play big time in Creativity
Innovation and invention
25
Working together to accomplish a task.
Collaboration
26
Students get to work with other learners despite differences in their backgrounds, culture, gender orientation, and viewpoints.
Collaboration
27
A 21st Century skill that allows us to talk to one another to achieve understanding.
Communication
28
A synthesis of knowledge of basic grammatical principles.
Communicative Competence
29
Knowledge of how language is used in social settings to perform communicative functions.
Communicative Competence
30
How knowledge of utterances and communicative functions can be combined according to the principles of discourse.
Communicative Competence
31
4 Classifications of Communicative Competence
1. Grammatical/Linguistic Competence 2. Sociolinguistic Competence 3. Discourse Competence 4. Strategic Competence
32
Accept that there are many kinds of literacy at work within our culture, which involve traditional literacy activities using texts, as well as modern approaches of literacy using popular culture texts.
Multiliteracies
33
What do you call the era we are now?
Knowledge Age
34
This is where the educational goal aims to prepare learners for the demands of the changing world.
Knowledge Age
35
The rationale why Mother Tongue, Filipino, and English follow a unified framework that allows a smooth transition from acquiring and learning one language to another.
Language Arts and Multiliteracies Curriculum (LAMC)
36
Illustrates learning processes that will affect the acquisition and learning of the language.
Language Learning Process.
37
Describes knowledge and skill areas that are essential to effective language use (understanding of cultures, understanding language, processes, and strategies), which will be developed through language arts (macro-skills).
Effective Language Use
37
Describes knowledge and skill areas that are essential to effective language use (understanding of cultures, understanding language, processes, and strategies), which will be developed through language arts (macro-skills).
Effective Language Use
38
Shows the interdependence and interrelationships of the macro skills of the language.
Making Meaning through Language.
39
Explains the holistic assessment of the Language Arts and Literacy Curriculum, which serves as feedback of its effectiveness to students, teachers, school administrators, and curriculum developers.
Holistic Assessment.
40
What are the 10 Guiding Principles on Technology Use?
1. Focus on pedagogy, not technology. 2. Set expectations clearly. 3. Choose high-quality over high-tech. 4. More technology requires more organization. 5. Accommodate before you innovate. 6. Appeal to multiple styles of learning. 7. Do not let technology make you mechanical. 8. Use technology to teach, not entertain. 9. To legitimize, you need to personalize. 10. Prepare for technology to fail.
41
As a teacher you should bear in your mind that technology is just there to assist you.
Focus on pedagogy, not technology.
42
Inform your students on how they are going to use the technology or what the things they will possibly encounter in the midst of exploring the technology which you will introduce.
Set expectations clearly.
43
Sometimes there are technology tools that are ‘cool’ and pleasing to the eyes but the question is, “Is that the technology that will help you achieve your objective in teaching?”.
Choose high-quality over high-tech.
44
If you decided to choose multiple technology tools in delivering a lesson, you should be more prepared.
More technology requires more organization.
45
Before you implement or choose certain technology tools you need to ask your students if they can access it or simply if they have enough resources.
Accommodate before you innovate.
46
It is important to include variety in the technology you use in teaching.
Appeal to multiple styles of learning.
47
Yes, technology can help you finish your task easier and more convenient however do not forget that still, students need and will expect specialized, real-time attention from you as well.
Do not let technology make you mechanical.
48
It is true that most of us use technology to arouse the interest of our students so that more learning will take place but do not forget your objective or goal to be met in teaching.
Use technology to teach, not entertain.
49
One of the drawbacks of technology is that cheating and plagiarism are very easy to commit or do so you need to add some rules about the way your students submit their works.
To legitimize, you need to personalize.
50
Be prepare if there is a possibility of power failure and technical difficulty.
Prepare for technology to fail.
51
An application that aids in the facilitation, administration and delivery of educational resources such as lessons, assessments and feedback.
Learning Management System (LMS)
52
A comprehensive online education platform that includes a mobile application and real-time collaboration features.
Blackboard
53
An integrated suite of products for the creation, delivery, and management of online courses.
Desire2Learn
54
A free online platform that emphasizes collaboration and social media to customize learning.
Edmodo
55
Offers both free and premium plans with unlimited storage.
NEO
56
Free, customizable Web site templates with settings for accessing and sharing information.
Google Sites
57
A free web application that educators can use to create effective online learning sites.
Moodle
58
An intuitive platform for managing instructional content, grade books, assessments, and collaboration.
Rcampus
59
A free platform with tools to embed media and manage online discussions.
Schoology
60
Are easily created and updateable websites that allow authors to publish to the Internet instantly, thus allowing instructors and students to communicate easily.
Weblogs or Blogs
61
A collaborative web space where anyone can add or edit content that has already been published.
Wikis
62
Allows users to subscribe to news feeds originating either from blogs or more traditional web spaces like newspapers and magazines.
Really simple syndication (RSS)
63
Allow users to save and archive entire web pages.
Social bookmarking
64
Allow the posting of photographs that support sharing of ideas and experiences.
Online photograph galleries (OPG)
65
Makes it easy to produce digital voice and video files and publish and distribute them over the Internet.
Audio/video casting (AVC)
66
A powerful tool for connecting with others and sharing content easily.
Twitter
67
Help teach the network literacy that is required experiences.
Social networking sites (SNS)
68
An item or piece of equipment or product system either acquired commercially, off the shelf, modified, or customized and used to increase, maintain, or improve functional capability for individual with disabilities.
Assistive technology
69
What are the helpful technologies that assist students with disabilities overcome their difficulties?
1. word processors; 2. spell-checking programs; 3. proofreading programs; 4. speech recognition; 5. abbreviation expanders; 6. speech synthesis; 7. optical character recognition systems; 8. free-form databases; and 9. talking calculators.
70
The list of useful technology tools that learners with special needs can use.
Communication boards, Text-to-voice, Voice-recognition technology, Tablets, and Apps
71
The student points to a picture, symbol, word, or letter on an electronic board or tablet.
Communication boards
72
Many operating systems have a setting that reads everything aloud. There are apps that can scan text and read it out loud.
Text-to-voice
73
Students who need keyboard alternatives can control their computer with speech.
Voice-recognition technology
74
Students interact with apps and use them for reading, watching videos, visual learning, and text-to-speech tools.
Tablets
74
Students interact with apps and use them for reading, watching videos, visual learning, and text-to-speech tools.
Tablets
75
Students can access content aligned with curriculum that will engage them in learning concepts.
Apps
76
Used to support both teaching and learning, technology instills classrooms with digital learning tools.
Educational Software
77
This has the power to transform teaching by ushering in a new model of connected teaching.
Technology
78
This integrates multimedia content and gives users a high level of interactivity.
Educational software
79
The other word for programs written in programming languages.
Software
80
Software that is designed and developed to make computers function.
systems software
81
Programs written to perform tasks such as word processing or tutoring.
applications software or applications programs
82
Applications software designed specifically to deliver or assist with student instruction on a topic.
Instructional software
83
In the early days—when instructional software was used primarily to tutor students—it was called?
computer assisted instruction (CAI)
84
Computer-instructions technique in which a series of structured problems or exercises with immediate feedback to student responses.
Drill and Practice Software
85
Defined as application software that provides exercises in which learners work individually on certain thing and then receive feedback on their correctness.
Drill and Practice Software
86
The most basic drilling practice function. Student will see a set of questions, which he/she may attempt, the feedback may be negative or positive depending if the answer is accurate or not.
Flash Card Activity
87
The more sophisticated form of drill and practice. Students may attempt questions and are either carried forward to the next step (advance level/or may be ask to choose their next activity) if most of their answer is accurate in the predetermined mastery level or they are carried backward to do basic work.
Branching Drill
88
Students get more information than just correct/incorrect feedback. Some of these programs give detailed feedback on why their answer may be incorrect with instruction on how to do the work.
Extensive Feedback Activities
89
Technology-based games bridge the worlds of gaming, entertainment, and education in an attempt to deliver fun and effective learning.
Instructional Game Software
90
Goals, rules, competition, challenge, fantasy, safety, and entertainment.
General
91
Goals, rules, players, equipment, directions, constraints, penalties, choices.
The introduction of the game
92
Scenario, level of reality, cast, role pf players, presence of uncertainty and curiosity, nature of competition, relationship of learning to the educational objectives, skills vs chance, wins and loses, choices, the information flow, turns, types of action, modes of interaction.
In the body of the game
93
Recognizing the winner, the reward, providing information, the final message.
The conclusion of the game
94
An educational software that provides an environment for recalling information, sequencing, analyzing, organizing, predicting outcomes, and formulating ideas.
Problem Solving Software
95
Thousands of these are named every year, covering an unending variety of topics. There are also plenty of commercial, shareware, and freeware software packages available for download on the Internet.
Educational and Reference Software (ERs)
96
Can be categorized by grade, age level, or by specific subject.
Education software
97
Very similar to educational software but is typically grouped only by subject.
Reference software
98
A computerized model of a real or imagined system that is designed to teach how the system works.
Simulation
99
These allow users to manipulate things or processes represented on the screen.
Physical simulations
100
These speed up or slow down processes that usually happen either so slowly or so quickly that students cannot see the events unfold.
Iterative simulations
101
These activities teach the appropriate sequences of steps to perform certain procedures.
Procedural simulations
102
These programs give students hypothetical problem situations and ask them to react.
Situational simulations
103
A free game-based learning platform that makes it fun to learn – any subject, in any language, on any device, for all ages!
Kahoot!
104
An educational platform that assists students to learn via gamedesign elements, self-paced questions, and instant feedback.
Quizizz
105
It is a good platform for assessment that allows your students to have fun while answering your quizzes or other activities.
Quizizz
106
Widely used to create surveys easily and quickly. It allows you to ask questions and collect various types of information in a simple and efficient way.
Google Forms
107
A learning management system (LMS) that has all the tools to create engaging content, design lessons, and assess student understanding.
Schoology
108
Lets you build amazing assessments, manage the way assessments are used, and measure results across your entire school or district.
Schoology’s Assessment Management Platform (AMP)
109
What are the Benefits of Simulations
Compress Time, Slow down processes, Get students involve, make experimentations safe, allow repetitions to variations, and allow observation of complex processes
110
Classroom Applications for Simulations
In place of or as a supplement for role playing, in place of or as a supplement for field trips, fostering exploratory and process learning, encourage cooperation and group work, and in place of or as a supplement for lab experiments
111
Examples of Instructional Game Software
Adventure and Role Playing Games, Board Games, Logic Games, Puzzles, Word Games, and Charades
112
An iterative simulation that experiments the natural processes.
Biological Simulations
113
An iterative simulation that pairs animals to their given characteristics.
Genetics Simulations
114
Advantage in Using Reference Software
Inserting References, Creating Bibliographies, Changing Reference Source for Resubmission, Number Sequential, Number Alphabetical, and Author/Date