Reference no: EM132301243
1. _______ is the most frequently used method of delivering formal training. A. Instructor-led classroom B. Online self-study C. Virtual classroom D. Blended training
2. The lecture method A. emphasizes trainee involvement and feedback. B. has the advantage of being highly conducive to the transfer of learning via identical elements theory. C.can be supplemented with other techniques to make it more sensory appealing and to address different learning styles more. D. is best for team training that calls for small group learning.
3. Which of the following training methods is a major component of behavior modeling and gives trainers flexibility in customizing training sessions? A. O-J-T B. Self-directed learning C. Simulations D. Videos
4. Which training method does not belong with the other three? A. Experiential learning B. Apprenticeships C. Behavior modeling D. Case studies
5. On-the-job training A. is best when it occurs naturally and is not structured. B. is an expensive, time-consuming method of training. C. has the advantage of utilizing expertise that exists among managers and peers. D. requires no preparation on the part of managers or peers who will conduct the training.
6. Successful O-J-T programs are based on the principles of _____________. A. behavior modeling B. social learning theory C. reinforcement theory D. information processing theory
7. To qualify as a registered apprenticeship program under state and federal guidelines the number of hours of classroom instruction required is at least A. 44 B. 100 C. 144 D. 2000
8. Which one of the following is not true of simulations as a training technique? A. Simulations need to have identical elements to those found in the work environment. B. Simulations are used to teach production and process skills as well as management and interpersonal skills. C. Simulations allow trainees to see the impact of their decisions in an artificial, risk-free environment. D. Simulations are inexpensive to develop and maintain due to virtual reality technologies.
9. A case study is a scenario describing a work situation A. requiring trainees to analyze the actions described and to recommend alternatives. B. for the purpose of developing manual skills. C. from which individual trainees select the best action. D. that, as a training method, is costly and relatively passive.
10. The components of team learning are A. knowledge, attitude, and behavior. B. skills, abilities, and beliefs. C. summative, formative, evaluative. D. proactive, reactive, reflective.
11. ________ is the computer-based, three-dimensional virtual classroom. A. Second Life B. Avatar C. I Pod Touch D. Web 2.0
12. Approximately what percent of companies use e-learning to deliver training? A. 10. B. 20. C. 30. D. 50.
13. Digital collaboration includes all but _________. A. electronic messaging systems B. www.buzzsaw.com C. electronic meeting systems D. EPSS
14. Trainers, experts, and learners interacting with each other live and in real time the same way they would in a face-to-face classroom situation is known as A. asynchronous communication. B. synchronous communication. C. computer based training. D. imaging.
15. Technology has changed the role of the trainer in all but which of the following ways? A. Coaching is emphasized more. B. The trainer serves more as a resource person. C. The trainer plays a greater role in development of training materials. D. The trainer is less involved in delivering content.
16. Which of the following is not an example of multimedia training? A. Virtual reality B. Simulations C. Intelligent tutoring systems D. Computer-based training
17. According to a survey by Training magazine, the most commonly used form of multimedia training is _______. A. virtual reality B. internet or intranet C. computer-based games D. simulations
18. Computer-based training A. is limited because it provides no feedback to the trainee. B. cannot provide as effective a learning experience as traditional methods of training. C. includes interactive video, CD-ROM, and Internet or Web-based training. D. should not be used alone as a training method because of its limitations.
19. All of the following except ____________ is a principle for designing e-learning. A. exercises are located in one, easily found location B. text is aligned closely to visuals C. key concepts are explained prior to the full process associated with the concepts D. exercises mimic the context of the job
20. Branching story, interactive spreadsheet and game-based are all examples of __________ A. e-learning. B. computer-based training. C. simulations. D. intelligent tutoring.