In online Assignments, learners submit projects, essays, or other assignments digitally for evaluation. A. True B. False
A. True
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25
Can you mention one example of VLE?
Google Classroom
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25
Academic E- learning is used by businesses for employee training, onboarding, skill development, compliance training, and more. A. True B. False
B. False
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15
Utilizes augmented reality (AR) and virtual reality (VR) technologies to create immersive learning experiences. A. Gamified E- Learning B. AR/VR E-Learning C. None
B. AR and VR
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monster
Reset all scores!
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rocket
Go to first place!
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rocket
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banana
Go to last place!
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eraser
Reset score!
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rocket
Go to first place!
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rocket
Go to first place!
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banana
Go to last place!
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20
This involves real-time interaction between instructors and learners. Examples include live webinars, virtual classrooms, and video conferencing sessions. A. Synchronous E-Learning B. Asynchronous E-Learning:
A. Synchronous E-Learning:
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20
E-learning can be categorized in various ways based on different criteria. Here are some common categories of e-learning A. True B. False
A. true
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10
Learners access content and complete activities at their own pace, without the need for real-time interaction. A. Syncrohonous Learning B. Asyncrohonous
Asyncrohonous Learning
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5
Learning materials are primarily text-based, such as reading assignments, articles, and e-books. A. Text-based E-Learning B. Multimedia E-Learning
A. Text-based E-Learning
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10
E-learning systems use algorithms to provide instant feedback on quizzes and assignments. Automated Feedback B. Peer assessment
A. Automated Feedback
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25
Corporate E- Learning is used in formal educational institutions for k-12, higher education, and professional development. A. True B. False
B. False
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15
E- Learning can also be referred as: A. Distance Learning B. Model Based Learning C. Internet Learning
A. Distance Learning
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25
What does LMS stand for?
Learning Management systems
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thief
Give points!
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star
Double points!
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shark
Other team loses 5 points!
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banana
Go to last place!
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25
Content and activities designed specifically for mobile devices, allowing learners to access materials on the go. A. Gamified E-Learning B. Mobile E-Learning C.none