Lecture 1 and Quiz The Role of Technology in Language Education
Lecture 1 and Quiz The Role of Technology in Language Education
•
Technology is the application of scientific knowledge to the practical aims
of human life or, as it is sometimes phrased, to change and manipulate
the human environment.
• a) Facebook
• b) YouTube
• c) Google Docs
• d) Moodle
d) Moodle.
Moodle stands for Modular Object-Oriented Dynamic Learning Environment.
It is a popular open-source Learning Management System (LMS) used by
educators, organizations, and individuals worldwide. Moodle provides a
platform for creating online courses, managing learning activities, tracking
student progress, and facilitating communication and collaboration.
• a) Television
• b) Radio
• c) Smartphones
• d) Newspapers
c) Smartphones.
Smartphones have revolutionized how we consume news and information.
They provide instant access to news updates, social media, and a wealth of
online resources, making them a dominant force in modern media
consumption.
5. In CALL, which of the following is an example of a collaborative
language learning tool?
c) By offering immediate access to the internet and various language-learning apps. This
option describes how technology can enhance language learning, not hinder it. Access to
the internet provides a wealth of resources like online dictionaries, grammar guides,
language learning platforms, and authentic materials (videos, podcasts, etc.).Language-
learning apps offer interactive exercises, personalized learning paths, and opportunities
for practice and feedback
• a) Behavioristic CALL
• b) Communicative CALL
• c) Integrative CALL
• d) Adaptive CALL
c) It blurs the lines between learning and leisure, allowing for more integrated experiences.
Gamification is the process of applying game mechanics and design principles to non-game contexts.
This can include incorporating elements like points, rewards, challenges, and competition into learning
activities. This approach can make learning more engaging and enjoyable, blurring the lines between
learning and leisure. When learning is fun and rewarding, it becomes less of a chore and more of an
enjoyable experience. Options a), b), and d) are incorrect because gamification generally aims to
enhance learning, not separate it from leisure or diminish its importance.
11. What is a key advantage of using virtual reality (VR) in language
education?
A) Alan Turing
B) Charles Babbage
C) John von Neumann
D)Ada Lovelace
B) Charles Babbage
Charles Babbage designed the first mechanical computer, known as the Analytical
Engine, in the 19th century, which laid the foundation for modern computing.
13. Which of the following was the first commercially successful mobile
phone?
A. Tim Berners-Lee
B. Vint Cerf
C. Alan Turing
D. Steve Jobs
B. Vint Cerf
Vint Cerf, along with Robert Kahn, is widely recognized as one of the key figures in the
development of the Internet. They co-designed the Transmission Control Protocol (TCP) and
the Internet Protocol (IP), which are fundamental technologies that enable data transmission
across networks. Tim Berners-Lee, mentioned in option A, is known for inventing the World
Wide Web, which is a system of interlinked hypertext documents accessed via the Internet.
Alan Turing and Steve Jobs made significant contributions in their respective fields but were
not directly involved in the creation of the Internet.
16. Which theory emphasizes the role of social interaction in learning,
particularly in a technology-enhanced language classroom?
A) Behaviorism
B) Sociocultural Theory
C) Cognitive Load Theory
D)Universal Grammar
B) Sociocultural Theory
Sociocultural Theory, developed by Vygotsky, highlights the importance of social
interaction and collaboration in learning. Technology, such as online discussion
forums and collaborative tools, facilitates interaction and shared knowledge in
language education.
17. Which theory best supports the use of gamification in language
learning apps?
A) Constructivism
B) Behaviorism
C) Connectionism
D)Interactionist Theory
B) Behaviorism
Behaviorism, which focuses on stimulus-response learning and reinforcement,
underpins the use of gamification elements like rewards, points, and levels in
language apps to encourage and reinforce desired learning behaviors.
18. What theory underlies the design of adaptive learning systems in
language education, where learners progress at their own pace based
on personalized feedback?
A. Alan Turing
B. John McCarthy
C. Marvin Minsky
D. Geoffrey Hinton
B. John McCarthy
While Alan Turing and Marvin Minsky are also considered pioneers in AI, John
McCarthy is widely credited with coining the term "artificial intelligence" and
organizing the Dartmouth Conference in 1956, which is often seen as the
birth of AI research.