Teaching Methods and Settings
  Student data   Test instructions   Page direction

Q1           Score:  0.77
 صح
 خطأ
Q2           Score:  0.77
 Gaming
 Simulation
 Books
 Self-instruction
Q3           Score:  0.77
 No perfect teaching method for all learners or learning domains
 People learn best in conjunction with other methods or with one or more instructional materials.
 Actively involve the learner to improve learning retention, critical thinking, and positive outcomes
 All of the above
Q4           Score:  0.77
 Shy member does not participate
 Active learners
 Technique is learner and subject centered.
 Useful for cognitive and affective domains of learning
Q5           Score:  0.77
 Introduction,Body and Conclusion
 Avoiding fillers such as “um”
 Pitch/tone
 Volume
Q6           Score:  0.77
 Not individualized
 Passive learners
 Cost effective
 All of the above
Q7           Score:  0.77
 Gaming
 Simulation
 Lecture
 Group Discussion
Q8           Score:  0.77
 Labor intensive
 Can be expensive
 Not readily available to all learners
 Practice “reality” in a safe, nonthreatening setting
Q9           Score:  0.77
 Isolates and spotlights learner
 Active learner
 Ideal for assessment and evaluation
 All of the above
Q10           Score:  0.77
 Group Discussion
 Simulation
 Return Demonstration
 Lecture
Q11           Score:  0.77
 صح
 خطأ
Q12           Score:  0.77
 صح
 خطأ
Q13           Score:  0.77
 Group Discussion
 Simulation
 gaming
 Lecture
Q14           Score:  0.77
 Audience characteristics (size, diversity, learning style preferences)
 Educator’s expertise as a teacher
 Objectives of learning
 Potential for achieving learning outcomes
 Teaching setting
 Cost-effectiveness
 Evolving technology
 All of the above
Q15           Score:  0.77
 Lecture
 Gaming
 Simulation
 Self-instruction
Q16           Score:  0.77
 Lecture
 Gaming
 One-to-One Instruction
 Group Discussion
Q17           Score:  0.77
 one to four
 four to eight
 one to eight
 All of the above
Q18           Score:  0.77
 Stimulates sharing of ideas and emotions
 Active learners
 Useful for cognitive and affective domains of learning
 All of the above
Q19           Score:  0.77
 Return Demonstration
 Demonstration
 Lecture
 Group Discussion
Q20           Score:  0.77
 Passive learners
 Cost effective
 Targets large groups
 All of the above
Q21           Score:  0.77
 Gaming
 Simulation
 Return Demonstration
 Demonstration
Q22           Score:  0.77
 Lecture
 Gaming
 Return Demonstration
 Self-instruction
Q23           Score:  0.77
 صح
 خطأ
Q24           Score:  0.77
 Can be expensive because it is labor intensive
 Isolates and spotlights learner
 Active learner
 All of the above
Q25           Score:  0.77
 Lecture
 Written communication
 Books
 Audience response system (ARS)
Q26           Score:  0.77
 Group Discussion
 Gaming
 Role modeling
 Lecture


   



Questions you haven't answered yet:


Are you sure you want to end this test and send your answers?

  


All copy rights reserved © arab-exams.com
  2014-2023