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Through the process of playing games and building robots, student's builds their own knowledge, and the teacher is in a supporting role in this process. In the process of building the robot, the students worked in groups, also reflecting the Social Constructivism.

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Q1
1.Social Constructivism
2.Connectivism
3.Behaviorism
4.Cognitivism

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In Figure 1a, students participate together in the same computer game, they communicate through the chatroom on the right side so they actively participate and communicate, then collaborate to develop the repertory grid.
In Figure 1b, students work in groups to collaboratively design and construct their robots, they learn through communication and experience, while teachers stay on the side assisting and facilitating their learning.

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Activity 1:
theory:social constructivism
reason:Because the key point in this activity is collaborative, the knowledge that they needs to learn is acquired through teamwork, such as educational robotics.

Activity 2:
theory:connectivism
reason:Because knowledge is shared, and each party sharing it is connected at a different connection port, via the Internet

Activity 3:
theory:behaviorism
reason:Because after the student had chosen their answers, the multiple choice quiz will provide a positive feedback. Students will be a passive receiver.

Activity 4:
theory:cognitivism
reason:Because teacher in this activity is an observer who will get the summary data from system, and the student will energetically take part in the learning activities to learn new knowledge

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Q1:
1.Social Constructivism
2.Connectivism
3.Behaviorism
4.Cognitivism

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Figure 1a and 1b belong to Social Constructivism. Because these two activities need students to work together, and  Social Constructivism is a theory which focus on collaboration.

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Figure 2. Living, learning and relating

Figure 2 belongs to connectivism:

from the major ideas of connectivism, Learning is the process of connecting specialized nodes or information sources, which fits the picture.

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Figure 3a. A multiple choice quiz
positive reinforcement
reward

Figure 3b. A reading activity
Students are asked to repeat the teacher's pronunciation, and this imitation and repetition is a behaviorist strategy to reinforce a behavior or habit through repeated practice.

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Figure 1a:Behaviorism
Figure 1b:Social Constructivism
Figure 2:Connectivism
Figure 3a:Behaviorism
Figure 3b:Behaviorism
Figure 4a: Cognitivism
Figure 4b:Behaviorism,Social Constructivism and Cognitivism

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Given from the picture, people can use a notebook for online education, communicating with friends, family and colleagues via the internet. It emphasizes the role of technology and the importance of social interaction and collaboration in the learning process.

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The  connectivism theory can be applied to the figure 2 learning activity. Because people use the network to learn knowledge. And they study it by themselves.

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Figure1a used a computer game for independent learning,
Figure1b used active socialization in learning through group work.
Figure2 independently breaking down and integrating learning knowledge, sharing and exploring content, and co-creating knowledge

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figure 4:An intelligent adaptive system
this learning system is for indivisual learners

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figure1: Social Constructivism
reason: Because the first and most critical point is collaborative, and in this theory the most important thing is collaborate

fifure2:connectivism
reason: Because it is connecting to he world

figure 3:Behaviorism
reason: Because when we fill in the letters, the system will judge the correctness of the answer

figure: cognitivism
reason: Because Students can get individual feedback and teachers get summaries based on student data

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Intelligent adaptive system is related to adaptive learning activities and provides feedback and suggestion and Reading battle involve scaffolding learning experience and motivation, which can be all applied to cognitivism.

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Because he's got reinforcement for getting it right.

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Q2:
Figure 4 reason : they can choose different way or tools to powered memorization for learning of students.

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In Figure 3a, after the game, students will know the answers immediately, and they will be a passive receiver. The quiz will provide a positive feedback.

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Figure3a is a way to enhance memory reinforcement learning through practice, with positive feedback for respondents answering questions correctly
Figure3b is to achieve memorization through continuous and repeated practice.

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In Figure 4a, the learning system acquires the student's performance then provide feedback and fine-tuned contents back to them, allowing the student to actively participate and think by themselves, rather than passively receiving from the teacher.
In Figure 4b, students learn actively through reading and discovering knowledge independently. They then complete and achieve learning stages in the e-quiz platform.

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It is a process connection to the whole world,we use technology such as ipad or apps emails,we can communicate each other easily

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we obtain a immidiate feed back from quiz in app,so we know we are right or wrong

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interactive with each other, and not just ,acquire knowledge from teacher passively.and also the system require feedbacks from students so it is easy for student to know what is the weakness from student.