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.
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.

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11. ________ is the computer-based, three-dimensional virtual classroom. A. Second Life B. Avatar C. I Pod...