The answer is yes. The normal way to use extensions is to call them directly by name, which will contain one of these strings:
OES, ARB, IMG, PVR, EXT, AMD, VIV or NV
The names are defined in these header files:
#include <EGL/eglext.h>
#include <GLES2/gl2ext.h>
The names returned from a query are different. They typically look like this:
GL_AMD_compressed_3DC_texture
GL_AMD_compressed_ATC_texture
GL_AMD_performance_monitor
GL_AMD_program_binary_Z400
GL_AMD_tiled_rendering
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_type_2_10_10_10_REV
GL_EXT_bgra
GL_OES_compressed_ETC1_RGB8_texture
GL_OES_compressed_paletted_texture
GL_OES_depth_texture
GL_OES_depth24
GL_OES_EGL_image
GL_OES_EGL_image_external
GL_OES_element_index_uint
GL_OES_fbo_render_mipmap
GL_OES_fragment_precision_high
GL_OES_get_program_binary
GL_OES_packed_depth_stencil
GL_OES_rgb8_rgba8
GL_OES_standard_derivatives
GL_OES_texture_3D
GL_OES_texture_float
GL_OES_texture_half_float
GL_OES_texture_half_float_linear
GL_OES_texture_npot
GL_OES_vertex_half_float
GL_OES_vertex_type_10_10_10_2
GL_NV_fence