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en
CR
Technology in Teaching
14
apps : Software programs used on smartphones or mobile devices
active learning : Students being mentally and physically engaged in understanding and evaluating academic material
bookmarking : The process on identifying and saving frequently visited web addresses on a computer
creative commons : Licenses that allow authors to keep copyright, but allow other people to copy and distribute their materials
copyright : Is the legal protection of a person's creative work from infringement by others
digital citizenship : The roles and responsibilities of students for acting ethically and safely in computer and internet environments
fair use : The limited use of copyrighted materials in educational settings without permission from the copyright owner
gamification : The use of game-like features to motivate people to use computers for specific purposes
inquiry learning : Educational activities in which students investigate questions, issues, and problems and propose answers or solutions based on research
problem based learning : An approach to instruction organized around problems or issues for students to solve
prior knowledge based learning : A teaching strategy that use what students already know or are able to do to facilitate learning
reflection : The process whereby an individual evaluates their personal learning goals and outcomes
rubrics : Known-in-advance criteria for work given to students as part of the assessment process
text reading software : Software that transforms printed text into spoken words
Technology in Teaching
Across:| 3. | An approach to instruction organized around problems or issues for students to solve | | 6. | The process whereby an individual evaluates their personal learning goals and outcomes | | 7. | Known-in-advance criteria for work given to students as part of the assessment process |
| | 11. | The use of game-like features to motivate people to use computers for specific purposes | | 13. | Students being mentally and physically engaged in understanding and evaluating academic material | | 14. | Educational activities in which students investigate questions, issues, and problems and propose answers or solutions based on research |
| | Down:| 1. | A teaching strategy that use what students already know or are able to do to facilitate learning | | 2. | Licenses that allow authors to keep copyright, but allow other people to copy and distribute their materials | | 4. | Software that transforms printed text into spoken words | | 5. | The roles and responsibilities of students for acting ethically and safely in computer and internet environments |
| | 8. | Is the legal protection of a person's creative work from infringement by others | | 9. | The process on identifying and saving frequently visited web addresses on a computer | | 10. | The limited use of copyrighted materials in educational settings without permission from the copyright owner | | 12. | Software programs used on smartphones or mobile devices |
| |
© 2016
PuzzleFast.com, Noncommercial Use Only
Technology in Teaching
Across:| 3. | An approach to instruction organized around problems or issues for students to solve | | 6. | The process whereby an individual evaluates their personal learning goals and outcomes | | 7. | Known-in-advance criteria for work given to students as part of the assessment process |
| | 11. | The use of game-like features to motivate people to use computers for specific purposes | | 13. | Students being mentally and physically engaged in understanding and evaluating academic material | | 14. | Educational activities in which students investigate questions, issues, and problems and propose answers or solutions based on research |
| | Down:| 1. | A teaching strategy that use what students already know or are able to do to facilitate learning | | 2. | Licenses that allow authors to keep copyright, but allow other people to copy and distribute their materials | | 4. | Software that transforms printed text into spoken words | | 5. | The roles and responsibilities of students for acting ethically and safely in computer and internet environments |
| | 8. | Is the legal protection of a person's creative work from infringement by others | | 9. | The process on identifying and saving frequently visited web addresses on a computer | | 10. | The limited use of copyrighted materials in educational settings without permission from the copyright owner | | 12. | Software programs used on smartphones or mobile devices |
| |
© 2016
PuzzleFast.com, Noncommercial Use Only