TECHNOLOGY FOR TEACHING AND LEARNING CROSSWORD PUZZLE

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