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Question | Answer |
1. ____________ is a capability given by the practical application of knowledge, or a manner of accomplishing a task using technical processes, methods, or knowledge. | (Technology) |
2. For play, industrial technology allowed toys to be ______________ for the masses, rather than being crafted by hand for individuals. | (Manufactured) |
3. Toys and games are __________ for play, just as television is a medium for receiving programs transmitted into our homes. | (Media) |
4. A combination of different media and technology that creates something totally new. | (Synergy) |
5. In the 1950s, ___________ became a major cultural influence, for relaxation, education, and recreation. | (Television) |
6. Children who have access to ___________ connections can find solitary or multiple-player games that relate to books, dolls, cartoon characters, television personalities, arcade games, and other cultural activities. | (Internet) |
7. Cheaper technology allowed games to go from the arcade to the home, where different ___________ could be connected to a television. | (Platforms) |
8. Classroom _________ became a tool where children could experience the full range of academics and development that they had experienced prior to the appearance of this technology. | (Computers) |
9. We must describe play in _______ ways that take into account the particular technologies that make children’s play meaningful. | (New) |
10. Social play may be meaningfully different when we are playing ______________, as opposed to playing virtually. | (Face-to-Face) |
11. Technology is a tool for play ____________. Online play exposes players to new play products from the comfort of their own homes. | (Commerce) |
12. Children’s play world is no longer _______________ bound. | (Geographically) |
13. A child playing online might be one mouse click away from a game that presents views that are ___________ to what a parent might approve for a child. | (Contrary) |
14. Emotionally, children are very _____________ to engage with online games. | (Motivated) |
15. With appropriate guidance from teachers and parent, electronic media can contribute ________ to creativity, imagination, empathy, and school readiness. | (Positively) |