TECHNOLOGY FOR TEACHING AND LEARNING CROSSWORD PUZZLE

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