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These tests are intended for undergraduate students in college or those under 18 years of age. Read these directions carefully! The below test includes 10

These tests are intended for undergraduate students in college or those under 18 years of age.

Read these directions carefully!

The below test includes 10 questions, randomly selected from a large inventory. Most questions will be different each time you take the test,

You must answer at least 9 out of 10 questions correctly to receive your Certificate.

You have 40 minutes to complete each test, and you must answer all 10 questions in order to to see your results. If you do not pass this test in 40 minutes, you can begin a new test. Most people complete this test in less than 15 minutes.

You only get 1 attempt to have each particular test evaluated (e.g., if you try using the Back button and change something, you will not get another evaluation for this test).

If the student version contains BOTH word-for-word and paraphrasing plagiarism, you should select word-for-word.

If you need help, see this document which provides criteria for determining plagiarism that are used in this test.

Privacy notice: If you pass a test, unique information displayed on your Certificate is also stored in a secure location.

Item 1

In the case below, the original source material is given along with a sample of student work. Determine the type of plagiarism by clicking the appropriate radio button.

Original Source Material

Student Version

Science classrooms offer at least five ways to individualize and to enhance students'learning using games and simulations beyond what is possible in informal settings. First, teachers can assign students to teams based on detailed knowledge of learners' intellectual and psychosocial characteristics. Second, in contrast to relatively unguided learning in contexts outside of school, science teachers can alter their classroom instruction and support based on the feedback educational games and simulations provide. Third, science games and simulations are adaptable to students with special needs, allowing them to be mainstreamed in science classrooms. Fourth, educational games and simulations can prepare students to take full advantage of real world field trips in science classrooms. Fifth, teachers through their knowledge of students can relate virtual experiences in science games and simulations to what is happening in the real world or in their personal lives.

References: Dede, C. (2009). Learning context: Gaming, gaming simulations, and science learning in the classroom. Paper commissioned for the National Research Council Workshop on Gaming and Simulations, October 6-7, Washington, DC. Retrieved from: http://www7.nationalacademies.org/ bose/Dede_Gaming_CommissionedPaper. pdf

According to Dede (2009), different games can be assigned and used based on students' characteristics. Information about student performance when playing games can help science teachers plan subsequent classroom activities. Games also can be utilized for students with special needs, which can be selected to match their ability levels.

Which of the following is true for the Student Version above?

Word-for-Word plagiarism

Paraphrasing plagiarism

This is not plagiarism

Hints

Item 2

In the case below, the original source material is given along with a sample of student work. Determine the type of plagiarism by clicking the appropriate radio button.

Original Source Material

Student Version

Complex learning is the integration of knowledge, skills and attitudes; coordinating qualitatively different constituent skills; and often transferring what was learned in school or training to daily life and work. There are many examples of theoretical design models that have been developed to promote complex learning: cognitive apprenticeship, collaborative problem solving, constructivism and constructivist learning environments, learning by doing, multiple approaches to understanding , star legacy , as well as the subject of this contribution, the Four-Component Instructional Design model.

References: van Merrinboer, J. J. G. & Kirschner, P. A. K. (2007). Ten steps to complex learning: A systematic approach to four-component instructional design. Lawrence Erlbaum Associates, Inc., Mahwah, NJ.

Van Merrinboer and Kirschner (2007) indicated that complex learning involves the learning of how to complete authentic tasks which require the use and integration of knowledge and skills from multiple domains. Complex learning tasks have no single correct method of completion but instead a range of methods that result in the completion of the task at varying degrees of appeal, efficiency, and effectiveness. They further state that complex learning involves "the integration of knowledge, skills and attitudes; coordinating qualitatively different constituent skills, and often transferring what was learned ... to daily life and work" (p. 4).

References: van Merrinboer, J. J. G. & Kirschner, P. A. K. (2007). Ten steps to complex learning: A systematic approach to four-component instructional design. Lawrence Erlbaum Associates, Inc., Mahwah, NJ.

Which of the following is true for the Student Version above?

Word-for-Word plagiarism

Paraphrasing plagiarism

This is not plagiarism

Hints

Item 3

In the case below, the original source material is given along with a sample of student work. Determine the type of plagiarism by clicking the appropriate radio button.

Original Source Material

Student Version

Learning is a complex set of processes that may vary according to the developmental level of the learner, the nature of the task, and the context in which the learning is to occur. As already indicated, no one theory can capture all the variables involved in learning.

References: Gredler, M. E. (2001). Learning and instruction: Theory into practice (4th Ed.). Upper Saddle, NJ: Prentice-Hall.

A learning theory, there, comprises a set of constructs linking observed changes in performance with what is thought to bring about those changes.

References: Driscoll, M. P. (2000). Psychology of learning for instruction (2nd Ed.). Needham Heights, MA: Allyn & Bacon.

A learning theory is made up of a set of constructs linking observed changes in performance with whatever is thought to bring about those changes. Therefore since "learning is a complex set of processes that may vary according to the developmental level of the learner, the nature of the task, and the context in which the learning is to occur," it is apparent that no one theory can capture all the variables involved in learning (Driscoll, 2000, p.10).

References: Driscoll, M. P. (2000). Psychology of learning for instruction (2nd Ed.). Needham Heights, MA: Allyn & Bacon.

Which of the following is true for the Student Version above?

Word-for-Word plagiarism

Paraphrasing plagiarism

This is not plagiarism

Hints

Item 4

In the case below, the original source material is given along with a sample of student work. Determine the type of plagiarism by clicking the appropriate radio button.

Original Source Material

Student Version

First, the potential of digital games is discussed using the tutor/tool/tutee framework proposed by Taylor (1980). Second, the potential of digital games to enhance learning by connecting game worlds and real worlds is stated. Third, the possibility of digital games to facilitate collaborative problem-solving is addressed. Fourth, the capability of digital games to provide an affective environment for science learning is suggested. Last, the potential of using digital games to promote science learning for younger students is indicated.

References: Li, M. C., & Tsai, C. C. (2013). Game-Based Learning in Science Education: A Review of Relevant Research. Journal of Science Education and Technology, 1-22.

There are five advantages of using games in science learning stated in the literature. Games can be used as tools; make connections between virtual worlds and the real world; promote collaborative problem solving; provide affective and safe environments; and encourage younger students for science learning.

Which of the following is true for the Student Version above?

Word-for-Word plagiarism

Paraphrasing plagiarism

This is not plagiarism

Hints

Item 5

In the case below, the original source material is given along with a sample of student work. Determine the type of plagiarism by clicking the appropriate radio button.

Original Source Material

Student Version

Use of mainstream games in schools remains rare, and is unlikely to be integrated into the curriculum. Reasons for this include:

it is difficult for teachers to identify quickly how a particular game is relevant to some component of the statutory curriculum, as well as the accuracy and appropriateness of the content within the game

the difficulty in persuading other school stakeholders as to the potential/actual educational benefits of computer games

the lack of time available to teachers to familiarize themselves with the game, and methods of producing the best results from its use

the amount of irrelevant content or functionality in a game which could not be removed or ignored, thus wasting valuable lesson time.

References: Kirriemuir, J., & McFarlane, A. (2004). Literature review in games and learning: A report forNESTA Futurelab. Retrieved from http://hal.archives-ouvertes.fr/docs/00/19/04/53/PDF/kirriemuir-j-2004-r8.pdf

Kirriemuir and McFarlane (2004) reported that the use of mainstream games in K-12 education is and will probably remain rare for several reasons. Evaluating a game's relevance to curriculum and accuracy of content is difficult and time-consuming. They further assert that a mainstream game which is applicable to curriculum standards will likely include irrelevant content. Finally, most teachers are not familiar with methods for using mainstream games in instruction.

References: Kirriemuir, J., & McFarlane, A. (2004). Literature review in games and learning: A report forNESTA Futurelab. Retrieved from http://hal.archives-ouvertes.fr/docs/00/19/04/53/PDF/kirriemuir-j-2004-r8.pdf

Which of the following is true for the Student Version above?

Word-for-Word plagiarism

Paraphrasing plagiarism

This is not plagiarism

Hints

Item 6

In the case below, the original source material is given along with a sample of student work. Determine the type of plagiarism by clicking the appropriate radio button.

Original Source Material

Student Version

To summarize, the elaboration model of instruction starts by presenting knowledge at a very general or simplified level in the form of a special kind of overview. Then it proceeds toadd detail or complexity in "layers" across the entire breadth of the content of the course (or curriculum), one layer at a time, until the desired level of detail or complexity is reached.

References: Reigeluth, C. M. (1999). The elaboration theory: Guidance for scope and sequence decisions. In C. M. Reigeluth (Ed.), Instructional design theories and models: A new paradigm of instructional theory(Vol. II, pp. 425-453). Hillsdale, NJ: Lawrence Erlbaum.

They soon switched to a model based on the elaboration theory (Reigeluth, 1999). Using this approach, the game would begin with a level that offered the simplest version of the whole task (the epitome); subsequent levels would become increasingly more complex--an approach common to videogames--with opportunities for review and synthesis.

References: Reigeluth, C. M. (1999). The elaboration theory: Guidance for scope and sequence decisions. In C. M. Reigeluth (Ed.), Instructional design theories and models: A new paradigm of instructional theory(Vol. II, pp. 425-453). Hillsdale, NJ: Lawrence Erlbaum.

Which of the following is true for the Student Version above?

Word-for-Word plagiarism

Paraphrasing plagiarism

This is not plagiarism

Hints

Item 7

In the case below, the original source material is given along with a sample of student work. Determine the type of plagiarism by clicking the appropriate radio button.

Original Source Material

Student Version

The philosophical position known as constructivismviews knowledge as a human construction. The various perspectives within constructivism are based on the premise that knowledge is not part of an objective, external reality that is separate from the individual. Instead, human knowledge, whether the bodies of content in public disciplines (such as mathematics or sociology) or knowledge of the individual learner, is a human construction.

References: Gredler, M. E. (2001). Learning and instruction: Theory into practice (4th Ed.). Upper Saddle River, NJ: Prentice-Hall.

Does knowledge exist outside of, or separate from, the individual who knows? Constructivists argue that "... human knowledge, whether the bodies of content in public disciplines (such as mathematics or sociology) or knowledge of the individual learner, is a human construction."

References: Gredler, M. E. (2001). Learning and instruction: Theory into practice (4th Ed.). Upper Saddle River, NJ: Prentice-Hall.

Which of the following is true for the Student Version above?

Word-for-Word plagiarism

Paraphrasing plagiarism

This is not plagiarism

Hints

Item 8

In the case below, the original source material is given along with a sample of student work. Determine the type of plagiarism by clicking the appropriate radio button.

Original Source Material

Student Version

Content could be presented in a variety of formats via multimedia. Dynamic processes could be illustrated. Content in the form of text, still pictures, video, sound, graphics, or animations could be digitally or analogically encoded and stored in electronic, magnetic, and optical technologies. This encoded information could be transmitted literally around the world in a matter of seconds.

References: Frick, T. (1991). Restructuring education through technology. Bloomington, IN: Phi Delta Kappa Educational Foundation.

With the rapid advance in information technologies, people around the world can access information quickly. Information takes the form of text, still pictures, video, sound, graphics, or animations, which are stored and transferred electronically through these computational technologies.

References: Frick, T. (1991). Restructuring education through technology. Bloomington, IN: Phi Delta Kappa Educational Foundation.

Which of the following is true for the Student Version above?

Word-for-Word plagiarism

Paraphrasing plagiarism

This is not plagiarism

Hints

Item 9

In the case below, the original source material is given along with a sample of student work. Determine the type of plagiarism by clicking the appropriate radio button.

Original Source Material

Student Version (written in 2002)

Merck, in fact, epitomizes the ideological nature--the pragmatic idealism--of highly visionary companies. Our research showed that a fundamental element in the "ticking clock" of a visionary company is a core ideology--core values and a sense of purpose beyond just making money--that guides and inspires people throughout the organization and remains relatively fixed for long periods of time.

References: Collins, J. C., & Porras, J. I. (2002). Built to last: Successful habits of visionary companies. New York, NY: Harper Paperbacks.

Merck is one of world's biggest pharmaceutical companies. It originated in Germany late in the seventeenth century with operations in the United States starting in the late nineteenth century. As a business, Merck pursues profitable ventures; however, they have established an impressive track record of charitable giving with hundreds of millions in donations.

Which of the following is true for the Student Version above?

Word-for-Word plagiarism

Paraphrasing plagiarism

This is not plagiarism

Hints

Item 10

In the case below, the original source material is given along with a sample of student work. Determine the type of plagiarism by clicking the appropriate radio button.

Original Source Material

Student Version

I accept the point that whenever learning occurs, some medium or mix of media must be present to deliver instruction. However, if learning occurs as a result of exposure to any media, the learning is caused by the instructional method embedded in the media presentation. Method is the inclusion of one of a number of possible representations of a cognitive process or strategy that is necessary for learning but which students cannot or will not provide for themselves.

References: Clark, R. E. (1994). Media will never influence learning. Educational technology research and development, 42(2), 21-29.

Media do not influence learning. Learning takes place because of the instructional methods represented in the medium which are used, rather than medium itself. It is the instructional methods which influence learning.

References: Clark, R. E. (1994). Media will never influence learning. Educational technology research and development, 42(2), 21-29.

Which of the following is true for the Student Version above?

Word-for-Word plagiarism

Paraphrasing plagiarism

This is not plagiarism

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