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QR Challenge: Chapter 11 Technology

QuestionAnswer
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)

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