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      <title>Assignment #3 by Mariana Dadin</title>
      <link>https://padlet.com/marianagdadin/dajswvkbuepiajxj</link>
      <description></description>
      <language>en-us</language>
      <pubDate>2025-03-12 03:03:22 UTC</pubDate>
      <lastBuildDate>2025-03-12 21:35:01 UTC</lastBuildDate>
      <webMaster>hello@padlet.com</webMaster>
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         <title>Provide an example of how digital technologies can support learners in meeting a wide range of goals in different contexts.</title>
         <author>marianagdadin</author>
         <link>https://padlet.com/marianagdadin/dajswvkbuepiajxj/wish/3361987064</link>
         <description><![CDATA[<p>In the textbook, an example used to show how technology can support learners in different contexts is "An individual went bankrupt after his business failed during a major</p><p>recession. He found a job in a rural area that required a number of</p><p>new skills, including knowledge of agriculture and statistics. He has</p><p>completed free online courses to fill these knowledge gaps, has earned</p><p>a dozen certificates, and now has a leadership role in his new field." This shows how technology such as online courses can help certain individuals in different contexts</p>]]></description>
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         <pubDate>2025-03-12 03:09:38 UTC</pubDate>
         <guid>https://padlet.com/marianagdadin/dajswvkbuepiajxj/wish/3361987064</guid>
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         <title>Describe 8 key affordances of learning with technologies</title>
         <author>marianagdadin</author>
         <link>https://padlet.com/marianagdadin/dajswvkbuepiajxj/wish/3362003414</link>
         <description><![CDATA[<ol><li><p>Interactivity: The technology systematically responds to actions of</p></li></ol><p>the learner. For example, some serious games immerse learners</p><p>in virtual works through role-playing and interaction with a gaming</p><p>community. Reading a book, listening to an audiotape, and viewing</p><p>a film are not interactive technologies because these do not present</p><p>new information in response to the actions of the learner.</p><p><br></p><p>2. Adaptivity: The technology presents information that is contingent</p><p>on the behavior, knowledge, and characteristics of the learner. A</p><p>technology can be interactive but not adaptive, as in a game that of-</p><p>fers the users choices but does not alter the options in response to</p><p>the users’ choices or actions. Conversely, intelligent adaptive learning</p><p>programs are designed to be adaptive and interactive, so that when</p><p>learners use the software, it assesses and may respond selectively</p><p>to every task-related action on the part of the learner, including giving</p><p>right and wrong answers, length of time taken in making decisions,</p><p>and the learner’s individual decision-making strategies.</p><p><br></p><ol start="3"><li><p>Feedback: The technology gives feedback to the learner on the</p><p>quality of the learner’s performance, sometimes including how the</p><p>quality could be improved. The feedback can range from a short mes-</p><p>sage that a learner’s input or response was correct or incorrect to an</p><p>explanation of why the input was correct or incorrect. Task-relevant</p><p>feedback can range from responses to short-term events that last a</p><p>few seconds to long-term performance extending over (for instance)</p><p>a school semester.</p></li></ol><p><br></p><ol start="4"><li><p>Choice: The technology gives students options for what to learn and</p><p>how to learn so they can regulate their own learning. For example,</p><p>choice is low for an instruction-oriented technology that pushes an</p><p>agenda with few options for learner exploration. Choice is high, for instance, when students explore the Internet to find answers to their</p><p>personal questions.</p></li></ol><p><br></p><ol start="5"><li><p>Nonlinear access:The technology allows the learner to select or</p><p>receive learning activities in an order that deviates from a set order.</p><p>Many commercial learning technologies offer a linear presentation in</p><p>which material and major concepts are experienced in the same order</p><p>by all learners. However, other technologies provide nonlinear access</p><p>to information: the order of presentation depends on the learners’</p><p>choices or varies by virtue of intelligent adaptivity.</p></li></ol><p><br></p><ol start="6"><li><p>Linked representations: The technology provides quick connec-</p><p>tions between representations for a topic that emphasize different</p><p>conceptual viewpoints, pedagogical strategies, and media, such as</p><p>between spoken messages, texts, diagrams, videos, and interactive</p><p>simulations. Such connections support cognitive flexibility and encod-</p><p>ing variability to support learning.</p></li></ol><p><br></p><ol start="7"><li><p>Open-ended learner input: The technology allows learners to express</p><p>themselves through natural language, drawing pictures, and other</p><p>forms of open-ended communication that encourage active learning.</p></li></ol><p><br></p><ol start="8"><li><p>Communication with other people: The learner communicates</p><p>with one or more other “persons,” who may range from peers to</p><p>subject-matter experts. The communication may include text-based</p><p>computer-mediated communication (e-mail, chat, discussion rooms),</p><p>multimedia computer-mediated communication, computer-supported</p><p>collaborative learning, conversational agents, tutors on demand, and</p><p>crowd sourcing.</p></li></ol>]]></description>
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         <pubDate>2025-03-12 03:18:46 UTC</pubDate>
         <guid>https://padlet.com/marianagdadin/dajswvkbuepiajxj/wish/3362003414</guid>
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         <title>What is Learning Through Repetition, Deeper Learning with Models, Collaborative and Cooperative Learning, and Technology-Supported Self-Regulated Learning?
</title>
         <author>marianagdadin</author>
         <link>https://padlet.com/marianagdadin/dajswvkbuepiajxj/wish/3362016149</link>
         <description><![CDATA[<p>Repetition: Traditional computer-based instruction, or what used to be called “com-</p><p>puter-assisted instruction,” provides interactivity and feedback. For example,</p><p>there is a mature industry that provides computer-based vocabulary instruction</p><p>in which the computer displays a picture and two to four words. The learner</p><p>selects the word that names the picture and receives immediate feedback</p><p>(correct versus incorrect). The computer could present thousands of trials</p><p>with this simple procedure, following particular schedules of item presenta-</p><p>tion with interactivity and feedback. These training trials have been used in</p><p>classrooms and labs and to support homework outside of class. The training</p><p>can be accessible throughout the day if it is available on a mobile device.</p><p><br/></p><p>Deeper learning with models: Deeper</p><p>learning involves understanding complex concepts and systems and is mani-</p><p>fested in, for example, the use and construction of models ,</p><p>the ability to integrate information from multiple documents and experiences, and the ability to explain correct versus incorrect sys-</p><p>tem behavior.</p><p><br/></p><p>Collaborative and cooperative learning: Collaborative learning requires</p><p>interdependency, wherein group members work together to plan and organize</p><p>joint activities to complete a task or solve a problem. The action of each person</p><p>builds on the actions of others, and an action of one person may be taken up</p><p>or completed by others in the group. In contrast, cooperative learning involves</p><p>breaking a task into pieces: group members work separately, although they</p><p>may coordinate activities that proceed in parallel. The completed pieces are</p><p>assembled by the group</p><p><br/></p><p>Technology supported self-regulation learning: Certain programs  use conversational agents</p><p>to train students on 13 strategies, such as taking notes, drawing tables or dia-</p><p>grams, re-reading, and making inferences that theory suggests are important</p><p>for self-regulated learning. Initial studies have</p><p>shown some positive impacts but not for all learning strategies. One reason</p><p>may be that the instruction was delivered using a standard script; individual-</p><p>ized training adapted to learners may be more effective.</p>]]></description>
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         <pubDate>2025-03-12 03:27:08 UTC</pubDate>
         <guid>https://padlet.com/marianagdadin/dajswvkbuepiajxj/wish/3362016149</guid>
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      <item>
         <title>Provide examples of technologies that stimulates active learning </title>
         <author>marianagdadin</author>
         <link>https://padlet.com/marianagdadin/dajswvkbuepiajxj/wish/3362021944</link>
         <description><![CDATA[<p>Video games! For example: shooter games have been proven to help learn perceptual attention skills</p>]]></description>
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         <pubDate>2025-03-12 03:31:10 UTC</pubDate>
         <guid>https://padlet.com/marianagdadin/dajswvkbuepiajxj/wish/3362021944</guid>
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         <title>Justify how technology can help learning instruction</title>
         <author>marianagdadin</author>
         <link>https://padlet.com/marianagdadin/dajswvkbuepiajxj/wish/3362026835</link>
         <description><![CDATA[<p>Technology can help  in the classroom to provide interactive and personalized learning, it also provides students with access to resources and helps to keep their work organized.</p>]]></description>
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         <pubDate>2025-03-12 03:34:33 UTC</pubDate>
         <guid>https://padlet.com/marianagdadin/dajswvkbuepiajxj/wish/3362026835</guid>
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      <item>
         <title>Describe Mayer&#39;s Principles to Guide Multimedia Learning</title>
         <author>marianagdadin</author>
         <link>https://padlet.com/marianagdadin/dajswvkbuepiajxj/wish/3362031554</link>
         <description><![CDATA[<p>1. Coherence Principle. People learn better when extraneous words,</p><p>pictures, and sounds are excluded rather than included.</p><p>2. Signaling Principle. People learn better when cues that highlight the</p><p>organization of the essential material are added. This allows the learner</p><p>to focus on the critical material that is presented.</p><p>3. Spatial Contiguity Principle. People learn better when corresponding</p><p>words and pictures are presented near to, rather than far from, each</p><p>other on the page or screen.</p><p>4. Temporal Contiguity Principle. People learn better when corresponding</p><p>words and pictures are presented simultaneously rather than succes-</p><p>sively. This means that the graphic or image should be physically near</p><p>the text that describes the image.</p><p>5. Segmenting Principle. People learn better from a multimedia lesson</p><p>that is presented in user-paced segments rather than as a continuous</p><p>unit. A simple way to do this is to include a “continue” button allowing</p><p>the learner to progress through the material at her own pace.</p><p>6. Pretraining Principle. People learn better from a multimedia lesson</p><p>when they know the names and characteristics of the main concepts.</p><p>Pretraining may be most useful to novice learners because learning</p><p>some of the material before they are exposed to the main lesson</p><p>allows for improved and quicker learning of the main lesson.</p>]]></description>
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         <pubDate>2025-03-12 03:37:52 UTC</pubDate>
         <guid>https://padlet.com/marianagdadin/dajswvkbuepiajxj/wish/3362031554</guid>
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         <title>Design and Describe an activity in which the teacher uses a technology program to teach students</title>
         <author>marianagdadin</author>
         <link>https://padlet.com/marianagdadin/dajswvkbuepiajxj/wish/3362039206</link>
         <description><![CDATA[<p>The lesson will be on the book "To Kill a Mockingbird". I will create a padlet where students will have to add images that remind them of the book "To Kill a Mockingbird" They will have to write in the description and justify why they chose that image.</p>]]></description>
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         <pubDate>2025-03-12 03:43:29 UTC</pubDate>
         <guid>https://padlet.com/marianagdadin/dajswvkbuepiajxj/wish/3362039206</guid>
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