TECHNOLOGY FOR TEACHING AND LEARNING CROSSWORD PUZZLE

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Across
  1. 4. uses technology tools to deliver curriculum content to the system.
  2. 6. a software program that allows the hardware to execute instructions from the software.
  3. 9. the goal is to move from passive use of technology to active use of technology.
  4. 10. the intangible part of the computer.
  5. 15. link learning activities to the real world.
  6. 18. face-to-face communication is made possible with this app.
  7. 20. the application software used to create a brochure.
  8. 21. a principle that have a clear objective.
  9. 24. a framework that was proposed by Mathew J. Koehler and Punya Mishra.
  10. 27. allows users to enter data into the computer.
  11. 28. the goal-setting phase.
  12. 30. most appropriate to display the trend in monthly temperature changes.
  13. 31. teachers deep knowledge of teaching and learning tactics,methods,and processes.
  14. 32. produces sound that is made by the computer.
  15. 33. an instructional design model that has withstood the test of time and use.
  16. 35. relates to visual experiences.
  17. 36. the phase where the designer assembles and organizes the objective, content, assessment, and others.
  18. 37. independent use for building knowledge.
  19. 38. used to test if the goals that has been set were achieved.
  20. 39. freeing students from the traditional schoolwork box.
Down
  1. 1. used to decide what technique that suitable for the training, it can be instructor-centered or learner-centered.
  2. 2. teacher provides context for lesson;students choose tools.
  3. 3. a device used to control the cursor.
  4. 5. a type of learning that comes from insight and imagery.
  5. 6. these are hardware devices that allow the computer to communicate with it's users and other devices.
  6. 7. are courses delivered online and accessible to all for free.
  7. 8. also known as the end-user program.
  8. 11. teachers area of expertise about the subject matter.
  9. 12. a type of learning in which a learner use self directed learning modules.
  10. 13. it is the intangible part of the computer.
  11. 14. believes that integration of technology in learning process helps learners construct knowledge through hands on activities.
  12. 16. it is the highly abstract of experience.
  13. 17. connect the new information to the prior knowledge.
  14. 19. people who were born in the time, when digital technologies were commonplace are called______
  15. 22. the phase where the goal is set.
  16. 23. an output device that displays texts and graphics.
  17. 25. enables the computer to accept input in a variety of characters.
  18. 26. collaborate with others rather than working individually at all times.
  19. 29. the phase where the program that has been developed should be executed to the students.
  20. 34. the phase where it should be systematic and specific.