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1. Provide examples of how digital technologies can support learners in meeting a wide range of goals in different contexts?  

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1. Provide examples of how digital technologies can support learners in meeting a wide range of goals in different contexts?  

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Digital technologies provide a variety of devices for assets that can reinforce students in accomplishing numerous of goals that are both personal and educational.

1. Personalized learning: Apps such as Squirrel Ai is an essential app used to provide tailor order to reach and teach every student. This breaks down the difficulty for the students.

2. Online collaboration such as microsoft teams is vital for how students are able to engage with one another while not being in school physically.

3. Content creation: Apps like Canva, enable learners to construct infographics, feature films and media projects to build on their creativity.

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2. Describe eight key affordances of learning with technologies 

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2. Describe eight key affordances of learning with technologies 

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1. Engagement and motivation: Technology can increase the motivation of students. Providing different apps and technology that students can utilize for their own educational gain.

2. Real-time feedback: Digital programs will notify the students with immediate feedback on their work. This allows the students to see what they did well on. While also notifying students on what work needs more practice on.

3. Skill development: Engaging with technology can motivate students but also mature them with their literacy skills.

4. Adaptive learning: AI material that assists with multiple learning methods, allowing learners to receive the proper style that suites their learning.

5. Inclusive Design: Technology used to make sure each and very student has the proper access to their education regardless of financial issues.

6. Engaging content: Technologies such as games that can be incorporated in a fun educational way. Resources such as kahoot, brings the students together. This provides learning to be competitive and effective.

7. shared workspaces: Programs such as microsoft teams alllow students to communicate and collaborate with one another. This apps creates groups and allows groups to assess and evaluate questions and school work.

8. wide reach: Digital supplies can extend high quality knowledge to a numerous of students.

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9. Design and describe an activity in which the teacher uses a technology program (anyone) to teach
students (in the subject you will teach in the school).

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9. Design and describe an activity in which the teacher uses a technology program (anyone) to teach
students (in the subject you will teach in the school).

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Skills Assessment Challenge in Basketball using the pure sweat basketball workout app

Objective: To assess learners  background knowledge & skill set for a basketball activity while incorporating specific workouts from the pure sweat basketball workout app

Materials needed: A basketball court, basketballs, cones, stopwatch, one phone per group and assessment sheets to keep track of skills.

Preparation: Set up stations with the cones. One station will include dribbling, another station will have free throws, bounce pass/ chest pass in the last station. However each workout for each station will be based off the puresweat app.

Explanation: Break down to students that they will engage in a series of skills created to evaluate and boost their skills. Make known that everyone should be doing their best and participating but also to pay attention to what the app is breaking down.

Execution/ rotation: Students must display their skills to the best of their ability by engaging in each skill of the activity. Depending on how big the class is, will determine how much time each section will receive. If the class is 24 students then each rotation will get 8 minutes to work together and utilize the app at a proficcient manner.

Assessment: While students rotate to each station, the teacher must observe their performance and grade them. Technique, accuracy, speed will be assessed.

Discussion: Once all stations are completed, reflect with students. See where they struggled and excelled at. Break down ways they can improve for next class. Ask the class if utilizing the app was worth it.

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4. Provide examples of technologies that stimulate active learning.

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4. Provide examples of technologies that stimulate active learning.

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Technologies generate chances for a numerous of learning methods.

1. Educational games: Such as kahoot allows students to interact with one another. Kahoot is a game that offers the students to answer timed questions. This is a game that not only tests the student's memory but also allows them to compete with one another.

2. Virtual Reality: Provides student's with new ways to learn about different environments, historical artifacts/areas. This provides a whole new level of learning for students.

3. Learning management systems: Programs like Canvas embody a numerous of collaborative components that offer quizzes, discussion boards to apply to active learning.

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5. Justify how learning technology can support instruction.

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5. Justify how learning technology can support instruction.

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Learning technology can assist learning in multiple areas, utilizing the two ( learning and teaching involvement)

1. Access to resources:

An abundance of assets can be made accessible through learning technology. Learners can dive deeper into learning and understanding of the new material.

2. Skill Development:

Utilizing technology in a classroom setting, encourages the growth of problem-solving, critical thinking, teamwork, and digital literacy. To succeed in a workplace these essential skills must be present.

3. Flexibility & Accessessability :

Synchronous and Asynchronous learning is facilitated through technology, allowing for new flexible opportunities. This allows for education to be accessible from anywhere the student may be.

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7. What are some opportunities and challenges for using technology?

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7. What are some opportunities and challenges for using technology?

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There are a ton of opportunities that present itself due to technology. Technology allows us to improve the motivation for students, personalized instruction, and global unity. However there are some challenges that present itself using technology. For example the price and access of internet can be a struggle for low income families. This can be a problem because students may not be able to work on their assignments outside of class due to it.

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8. What are Mayer’s Principles to Guide Multimedia Learning?

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8. What are Mayer’s Principles to Guide Multimedia Learning?

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By cutting cognitive load, improving attention, and advocating the accurate use of auditory and visual information. Mayer's theories enhance multimedia learning. Instructional designers may generate multimedia assets that increase knowledge awareness, application, and retention by applying these theories to the material.