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EME 2040: Spring Term 2002
On-Line Quizzes

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Chapter Two Day Class

Chapter 2 Test Masters:

Student#1 (mbreen@tampabay.rr.com)

Student#2 (leighmesh@aol.com)

John Taylor (jtaylor@hccbrandon.net) [Template Author]

Marcelle Bessman (mbessma@ju.edu) [Template Consultant]


Multiple Choice [One Answer Only]


Question 1

Which of the following is not one of the "Four D's of Debriefing"?

a) Decompressing
b) Describing
c) Drawing Comparisons
d) Decision Making

Question 2

Which one of the following is not a type of center?

a) Skill Center
b) Interest Center
c) Simulation Center
d) Remedial Center

Question 3

Which method was not used in programmed instruction?

a) Linear Programming
b) Computer Programming
c) Intrinsic Programming
d) Branching Programming

Question 4

Which method works best for "highly motivated learners"?

a) Programmed Instruction
b) Programmed Tutoring
c) Programmed Teaching
d) All of the above

Question 5

The Personalized System of Instruction uses _____ as the main form of learning activity.

a) Unison Responding
b) Individual Self-Study
c) Structured Tutoring
d) None of the above

Question 6

Technologies for learning are packages of tested and proven procedures in order to

a) Provide more cost efficient education.
b) Allow teachers more time off.
c) Lead learners through a particular kind of learning.
d) Permit greater student freedom in the classroom.

Question 7

To combat boredom, technologies for learning provide

a) A change of pace from lectures.
b) A change of pace from seatwork.
c) Add motivational features.
d) All of the above.

Question 8

One limitation to cooperative learning is

a) Students interact with others.
b) The best students carry other students and create dependency.
c) Individuals learn to be accountable for their actions.
d) Interaction develops communication skills.

Question 9

Choose which learning technology is useful to teach simple principles and terminology or as an enrichment activity.

a) Simulation Game
b) Programmed Instruction
c) Learning Center
d) Personal System of Instruction

Question 10

Programmed teaching is advocated for basic-skills acquisition at early grade levels especially in

a) Science
b) Reading
c) Mathematics
d) Both B and C

Question 11

The most powerful form of feedback is

a) Printed
b) Visual
c) Interpersonal
d) Computer-based

Question 12

Under learning centers self-pacing

a) Allows the teacher to play more of a coaching role.
b) Provides for student participation in the learning experience.
c) Requires learners to participate actively in their learning.
d) Encourages students to take responsibility for their learning.

Question 13

Programmed teaching is an attempt to

a) Provide one-to-one method of instruction.
b) Elicit application of principles of learning theory.
c) Apply the principles of programmed instruction in a large group.
d) Use programmed tutoring.

Question 14

Students can learn cooperatively not only being taught with materials but also by

a) Forms of creative art.
b) Producing materials themselves.
c) Using computers.
d) Going for extra help.

Question 15

Technologies for learning are

a) Pre-formed patterns of teaching-learning activities.
b) Templates that have been proven to be reliable.
c) Packages of the tested and proven procedures.
d) All of the above.



True/False analysis


Question 16

A game is an activity in which participants follow prescribed rules that differ from those of real life as they strive to attain a challenging goal.

a) The statement above is TRUE.
b) The statement above is FALSE.



Question 17

Simulations provide realistic practice with feedback in a realistic context.

a) The statement above is TRUE.
b) The statement above is FALSE.



Question 18

Cooperative games depend on competition for success.

a) The statement above is TRUE.
b) The statement above is FALSE.



Question 19

The average student scores at the 50th percentile in conventional instruction but scores at the 65th percentile in the group taught with technologies for learning.

a) The statement above is TRUE.
b) The statement above is FALSE.



Question 20

Learning technologies do not address the problem of passivity in the learner.

a) The statement above is TRUE.
b) The statement above is FALSE.



Question 21

Cooperative learning stems from the awareness of the value of social interaction in making learning meaningful and realization that everyday life requires collaborative activity.

a) The statement above is TRUE.
b) The statement above is FALSE.



Question 22

Personal System of Instruction is based on the idea that not all students can achieve basic mastery of a subject.

a) The statement above is TRUE.
b) The statement above is FALSE.



Question 23

It is difficult sometimes to form groups of students who will work together well.

a) The statement above is TRUE.
b) The statement above is FALSE.



Question 24

Students have to recognize that all the members of the group are dependent on each other.

a) The statement above is TRUE.
b) The statement above is FALSE.



Question 25

One advantage of integrating games into the classroom is that time on task can keep all learners interested.

a) The statement above is TRUE.
b) The statement above is FALSE.



Fill-in-the-Blank


Fill in the Blank with the word(s) that best fits the definition:

(hint: use vocabulary from the checkboxes below)

Question 26. are by design active and are not spectator sports.


Question 27. Proctors play an important role in .


Question 28. In an instructionalit is undesirable for winning to be highly dependent on chance.


Question 29. programs allow more advanced students to skip through material without tedious repetition.


Question 30. learning encourages students to work together to achieve a common goal.




Essay Question

Describe your favorite technology for learning listing both its strengths and weaknesses.Tell how you would use it in a classroom situation.





I have


Please add a comment below



The 'Muddy Water' Issues that I need help on are as follows:





I need class review on the following vocabulary words from this chapter:

technologies for learning hard technology soft technology game frame game

simulations simulator cooperative learning role play simulation game

cooperative game learning center instructional module programmed instruction linear programming


branching programmed tutoring programmed teaching personalized system of instruction debriefing



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