Augmented Reality/Virtual Reality
Assistive Technology
Learning Trends
Chapters 1-4
Chapters 5-9
100

What is Augmented Reality and Virtual Reality?

Technology that adds visual elements to the real world/ Technology that creates a simulated environment

100

What is Assistive Technology?

Technology that supports/assists individuals with disabilities

100

What was the first learning trend mentioned in Chapter 10?

Universal Access and Use

100

(Chapter 2) What is Differentiated Instruction?

Grabbing the same content but making it different for each individual in order for them to achieve a common goal.

100

(Chapter 5) Which of the following is not a characteristic of effective creative tasks?

Focus on content, emphasize divergent thinking, expressing their creativity in groups, incorporating creative strategies

Expressing their creativity in groups

200

True or False

Pokemon Go is an example of augmented reality.

True

200

Which is not an example of assistive technology?

Voice Recognition software, Touch Screen, Closed-Captioned TV, or Handwriting Tools

Handwriting Tools

200

What was the second learning trend mentioned in Chapter 10?

Coding

200

(Chapter 1) What is educational technology?

Electronic technologies, particularly computers, used to support the learning process

200

(Chapter 6) What are the two types of problems?

Open ended and close ended

300

True or false 

An Oculus device is an example of virtual reality.

True

300

True or False

Virtual Reality and Augmented Reality are not an example of assistive technology because it is mainly used for the whole class instead of individuals.

False

300

What was the third learning trend mentioned in Chapter 10?

Web 3.0

300

(Chapter 3) Name one of the three basic communication patterns used in classrooms

Point-to-point two-way communication, one-to-many outbound communication, or many-to-many communication

300

(Chapter 8) What is e-learning?

Technology supported learning

400

Which type of reality is typically more costly?

Virtual Reality

400

What are some difficulties with assistive technology in the classroom?

Lack of proper training/support, cost, can be confusing for some students, and time constraints

400

What is OER?

Open Educational Resources

400

(Chapter 5) What is creativity?

Creation of original ideas, experiences, ability to see ordinary things differently, etc.

400

(Chapter 7) What stage of production involves trial and error and figuring out the best option?

Development stage

500
How can Augmented Reality and Virtual Reality be used in education?

To show virtual examples of concepts and make learning more interactive through gaming elements.

500

True or False

There are only Assistive Technologies that help disabilities such as seeing and hearing

False, there are different assistive technologies for many different disabilities

500

Fill in the blank

An important trend in technology in the last ___ years or so was that more people could contribute to and participate in media.

15

500

(Chapter 4) What is a makerspace?

A physical space in the classroom that contains tools/resources that allow students to invent, imagine, solve problems, and more.

500

(Chapter 9) Name one of the guidelines for effective professional development

Be a part of the decision, look for alternative funding sources, take it slowly, don't do it alone