Exam Review – Educational Technology

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Exam Review
Educational Technology
Terminology and Theory

4 Historical Processes – Media and Audiovisual, Instructional Systems,
Vocational Training, Computer Systems. What do each of these mean?

What is the difference between hardware and software? What are the major
types?
History of Educational Technology

4 eras – pre-microcomputer, microcomputer, Internet, mobile technology. How
did each change the way we use technology?

What are some of the important lessons learned about educational technology
from the past?
Social Impact

5 social issues – quality of life, technology overuse, technology misuse, social
networking risks, malicious actions

4 educational issues – lack of funding, accountability, best practices debates,
distance education

3 cultural issues – Digital Divide, race and gender equality, disabilities

4 legal/ethical issues – hacking, safety, plagiarism and dishonesty, illegal
piracy
Digital Divide

How can you define the Digital Divide?

3 major types of digital divide – economic, useability, empowerment. How
would you define each?

How does mobile technology affect the Digital Divide?

How can we bridge the Digital Divide, both as a society and as individuals?
PowerPoint

What are the advantages of PowerPoint? Disadvantages?

What are some different approaches to PowerPoint?

What are best practices when using PowerPoint?
Video

How does Khan Academy work?

What is the “flipped classroom?” How would it “democratize” education?

Why can video be a benefit in the classroom, particularly the language
classroom?
Class Websites

How does Google Classroom work?

What are the privacy concerns associated with it?

How does it aid teachers?

What is required to make it work? What are some of the disadvantages?
MOOCs

What does MOOC stand for?

What are the major companies offering MOOCs today?

What are the advantages and disadvantages of MOOCs?

What did Harvard and MIT learn in their recent study on who uses MOOCs?
Digital Games

What are the advantages of digital games over traditional or hands-on
learning?

What are some necessary things to make games effective teaching tools?

What makes games particularly effective in today’s world compared with the
past?
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