Technology

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Across
  1. 2. A branch of assessment that evaluates student learning against a set objective or goal.
  2. 4. Using games and game design to drive a learning objective.
  3. 7. A type of learning whereby students can share ideas and use one another to create and problem solve.
  4. 8. A learning event or process that allows a group of students to engage/learn at the same time.
Down
  1. 1. A branch of assessment that continually monitors student learning and informs an instructor's understanding of what a student knows.
  2. 3. A student-centric method of learning that takes place regardless of time.
  3. 5. A mobile learning model that allows students to use personal smartphones, computers, or tablets alongside classroom instruction.
  4. 6. A method of learning that combines in-person class time with online engagement outside of class.