Digital Competences
ISTE-NETS Standards
Social Networking
Simulation
Gamification
100

It is one of the “Digital Competence”: 

1. Problem Solving

2. Creativity and Innovation

Problem Solving

100

What is ISTE?

International Society for Technology in Education

100

It is a resource of information and platform where students can interact with others, get useful information, to connect with learning groups, and other?

Social Networking

100

What is Simulation in education?

It´s a method and instructional scenario where learner is placed in a “world” defined by the teacher.

100

What GBL stands for?

Game-Based Learning

200

It is the “Digital Competence” that allows Ss to protect devices, personal data, content and privacy in digital environments. 

1. Information and data literacy

2. Creation and Collaboration

Information and data literacy


200

What is NETS?

National Educational Technology Standards

200

What is facebook?

It is a social networking site that makes easy for you to connect

200

Complete the next sentence.

Simulation is a experimental learning and a strategy that fits well with the principles of teaching, constructivism learning, and …. what is the next principle?

1. a game 

2. student-centered

3. a role-play

Student-Centered

200

Is Problem solving a “Game-Based Learning or  Mechanic or dynamic?

“Game-Based Learning”

300

Tell 3 “Digital Competences” that Students need to acquire in this 21st century.

Information and data literacy 

Communication and Collaboration

Digital content creation

Safety

Problem Solving

300

How do the ISTE-NETS help the students and teachers?

To determine if they on the same line that standards require so anyone can be involved on the technology changes.

300

Tell 3 Social Network apps:

  • Facebook 

  • Instagram 

  • YouTube

  • Twitter

300

It is one of the Simulation element, which one is it?

  • a game 

  • Experiential Practice

  • Evaluative Learning

A game 

300

Is engagement a “Game-Based Learning or  Mechanic or dynamic?

“Game Based Learning”

400

What is Problem Solving in “Digital Competence”?

To identify needs and problems and problems situations in digital environments

400

For students specifically, how do the ISTE-NETS help them?

It is important for them to be able to navigate, create, communicate, construct, etc…

400

How do the Social Network apps help in your classes?

  • communicate news 

  • make announcements 

  • provide students with more useful information

400

The use of simulation promotes from students to be actively learning. Tell at least just one promote that students can gain:

  • Think clearly and rationally 

  • engage in reflective and independent thinking 

  • Evaluative thinking 

400

 How does “Game-Based Learning” aid Gamification, tell one?

  • Problem solving skills

  • Broader knowledge acquisition

  • Motivation 

  • Engagement  

500

The European Commision has developed the “European Digital Competence Framework” that helps students. Tell 2, how the “European Digital Competence Framework” helps the Ss?

  • Self-evaluation 

  • setting learning goals 

  • identifying training opportunities 

  • and facilitating learning research

500

Tell 3 ISTE-NETSs for students

  • Creativity and Innovation

  • Communication and collaboration

  • Research and information fluency

  • Critical Thinking, Problem Solving, and Decision Making 

  • Digital Citizenship 

  • Technology Operation and concepts 

500

What are the benefits and opportunities that can bring both teachers and students Social Networking?

  • Communication and Collaboration 

  • Improve learning methods by incorporating attachments that enables sharing and interaction. 

  • Facilitating learning research

500

Is simulation an experiential learning or practice?

Experiential practice 

500

How does “Game-Based Learning” involve students, tell two?

  • Motivation 

  • Engagement 

  • Emotion

  • Behavior patterns