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