New Activity
Play Froggy Jumps
1. How Does Technology Promote Problem-Solving Among Students?
A
helps students to learn what they did wrong, so next time they can rush through the activity
B
students can rethink and retry different ways to solve real world problems
C
It supports 21st Century communication skills between teachers and students
2. How can Computational Thinking Be Showcased through Coding and Robotic Activities?
A
through coding and robotic students can analyze data and problem-solve through these online activies
B
Not through failure and mistake-making which students can learn from in coding/robotic creating
C
They show complex storylines and gaming characters for students to choose and use for learning exp.
3. How do digital games, educational simulations, VR and VIrtual worlds as learning resources for teachers and students?
A
they consist of paperback printed gaming websites for students to learn from as well
B
Does NOT have the potential to enhance student, teacher and adult mental health and well-being
C
help students to review academic materials, learn new academic skills, concepts, as well as ideas
4. Utilize Makerspaces, the Maker Movement, and 3-D modeling and printing as instructional resources in schools
A
THey are used by students and teachers to create objects linked to curriculum content within schools
B
Only beneficial for student and teacher body, no one else
C
3-D modeling and Printing are not apart of classroom-based learning curriculum standard activities