FINAL TEST/GET CERTIFICATE Final Test Final Test 1 / 17 1. What are 4 C’s of 21st century skills? a) Critical thinking, flexibility, creativity, communication; b) Collaboration, communication, creativity, self-management; c) Critical thinking, collaboration, communication, creativity; d) Resilience, communication, positive attitude, creativity. 2 / 17 2. Questions: What evidence is there…? How do you know that? are aimed to develop: a) Creativity; b) Critical thinking; c) Collaboration; d) Communication. 3 / 17 3. Cognitive skills are: a) imagining, observing, comparing; b) evaluating, hypothesizing, reflecting; c) questioning, reflecting, contrasting; d) evaluating, contrasting, reflecting. 4 / 17 4. When the teacher plans questions, according to Bloom’s Taxonomy, & scaffold thinking skills based on the story, questions: Which part do you like? Why? refer to … level: a) Remembering; b) Understanding; c) Analyzing; d) Evaluating 5 / 17 5. Collaboration with colleagues is beneficial for teachers' professional development. Which format of professional development does NOT develop collaboration. a) team-teaching b) peer observation c) reading articles d) project work 6 / 17 6. What strategies should be used to make activities collaborative? a) establishing group goals & creating simple learning activities b) preparing students to be a part of a team and create big groups c) focusing on real-world problems and minimizing opportunities to hide d) create big groups & do not focus on real-world problems 7 / 17 7. In Flipped Classroom model what are students required to do at home? a) they don’t have homework b) they do exercises on schoolbooks c) they interact with online resources to get information d) they choose what to do 8 / 17 8. What is the main teacher’s role in a flipped classroom? a) guide or facilitator b) information provider c) lecturer d) role model 9 / 17 9. What’s the benfit of flipping the classroom? a) it is efficient and reusable b) engagement based learning c) student controlled learning d) all from above 10 / 17 10. Why should you Flip your classroom? a) increases student-student interaction b) is so much easier because students just work on homework in class c) the teacher doesn't need a lot of time for preparation d) it is recommended to be used by the school principal 11 / 17 11. Teachers use websites in classes a) online b) face to face c) blended d) all mentioned above 12 / 17 12. What is gamification? a) The use of game design elements and game mechanics in non-game context. b) The method in designing a game. c) The act of playing games. d) The specific way in which players interact with a game. 13 / 17 13. Symbols of achievements that can be collected in the game are called a) Coins b) Leaderboards c) Badges d) Pins 14 / 17 14. Application often used to conduct assessment is a) ClassDojo b) Edmodo c) Duolingo d) Kahoot 15 / 17 15. Which of the following is not true? a) Our students are digital natives. b) Gamification and playing are the same thing. c) Many students lose their attention very quickly. d) We constantly playing games in our daily lives and don’t even notice. 16 / 17 16. What motivates disruptors? a) Change b) Exploration c) Rewards d) Purpose 17 / 17 17. Which is considered an element of gamification? a) Immediate feedback b) Immediate feedback c) Rewards (like badges) for completing tasks d) All of the above. Your score isThe average score is 72% 0% Restart quiz