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Sabtu, 27 Juni 2020

INTERNET AND INTRANET



A. INTERNET
     The internet is a frequently changing collection of millions of computer networks serving tens of millions of people around the world. Users can access any information, regardless of the type of computer they have, because of standard protocols that allow all computers to communicate with each other. Most information is shared without change except for whatever access fee is required ti maintain an account with an Internet Service Provider(ISP) such as America Online(AOL), Prodigy, or any of the many local or community ISPs. Connecting with other computers requires a modem, a device that changes computer data into audio signals for transmission across the telephone lines.
1). Internet Services

     The internet connects thousands of computer networks worldwide. It provides users with several basic types of connection services :
   a. Electronic mail(E-mail) for person to person communication.
   b. A type of electronic, public bulletin board enabling a person to connect with a group interested in the same topic.
   c. Information searcg capabilities for accessing libraries and databases of information throughout the world.
   d. Access to highly specialized computer prorams not readily available to individuals
   e. "Live" communication, allowing individuals on the internet at the same time to"chat" or "talk" in real time, as quickly as they can type their messages.
   f. Audio communication, allowing individuals with appropriate software to loterally talk with each other as they would do ever the telephone.
   g. Video based communication, through sofrware such as CU-SeeMe and NetMeeting, letting individuals or small groups see and hear each other and ahow objects in real time.
2). Internet Address

     An internet address contains three parts : the person's name or username (pseudonym), the computer network where they can be reached, and the type of organization they are a part of. For example, the following is the e-mail address for one of this book's authors :
   a. Organization Abbreviations.
- Commercial = com
- Educational = edu
- Government(U.S) = gov
- Military (U.S) = mil
- Service networks = net
- Nonprofit organization = org
Additional designations are being proposed as this book goes to press, in an international effort to accomodate the rapidly growing nunber of internet users throughout the world.
   b. International Abbreviations.
Each country outside The U.S has its own two-letter abbreviation that appears in place of the organization, as in the following examples :
- Australia = au
- Canada = ca
- Italy = it
- Mexico = mx
- Netherlands = nl
3). Internet Usage

     Internet users can communicate with one another by participating in discussion groups, of which there are two types : newsgroups (sometimes called chat groups or conferences) and mailing lists (also called listservs). Both newsgroups and mailing lists are typically dedicated to a single subject,vand allow you to read comments, questions, and between of others on the tlsame subject and to post comments, questions, and answers of your own.
4). Internet Language
     The internet has acquired its oen vocabulary of hundreds of terms.

B. WORLD WIDE WEB : ACCESS TO THE INTERNET

     The world wide web(the WEB) isn't separate from the internet. Instead it rides on top of it, in the same way that an application such as PowerPoint runs on top of an operating system such as Windows. The web protovol, called hypertext transfer protocal(HTTP), ensures compatibility before transferring information. The web is comprised of documents called Web Pages. Each individual collection of pages is called a Website.
1). The Web for Delivery of Instruction
To use the web to deliver instruction, web pages have to be designed and written, and a host computer must be identified to house them. Websites act as information centres and include information about programs of study, products, services, events favilities, and materials available. There are specific steps for the students in a quest :
   a. Introduction : a scenatio points to ket issues or concepts to prepare the students to ask questions
   b. Task : students identify issues or problems and form wuestions for the quest.
   c. Process : students assume roles and begin to identify the procedures they will follow to gather information to answer their questions.
   d. Sources : resources are identified by the teacher and students to investigate in their quest.
   e. Conclusion : this is the end of the quest, but invites students to continue to investigate issues or problems.
• Advantages :
   - Variety of media : The internet is a versatile means of delivering information to learners around the world.
   - Up to date information access : Until recently, educators were limited to the resources in their classrooms or shool buildings.
   - Navigation : A primary advantage of the internet is the ability to move easily within and among documents.
   - Idea exchange : The participate in activities that allow them to exchange ideas with other atudents, even those living in other countries.
   - Low cost : The cost of hardware, software, telephone time, and telecommunication services are nominal and are decreasing.
• Limitations :
   - Copyright : Because information is so easily accessible, it's also very simple for an individuals to quickly download a file.
   - Access speed : Lengthy wait times can be prevented through prudent web page design.
   - Support : Good technical support to be readily available.

C. INTRANET

     Intranets are a way of increasing communication, collaboration, and information dissemination within companies or schools where divisions, departments, and workgroups each yse a different computer platform (hardware or operating system) ,or where users works in geographically distant locations. When using an intranet, it's important that it tie in with the structure, high-level business needs, and information technology of the organization.
• Advantages :
   - Centralization : Information resides in a central database accessible by all employees or students at any time.
   - Consistency.
   - Currency : An intranet allows for easy, low cost, timely updates of materials, removing the need for constantly replacing multiple copies of obsolete materials.
   - Pull versus push approach.
• Limitations :
   - Unreliable remote connections : An employee or learner dialing in from home may occasionally encounter line problems or a broken connection.
   - Speed of response : Response time can be very slow for sending or downloading graphics, photos, animation, audio, or video.

D. WIDE ARE NETWORK (WAN)

     A WAN connects a number of computers within a single institution and beyond with one another. Some WANs use a "hardwired" configuration : a campuswide network connecting all buildings via a cable or fiber system is one such example. Wide are networking via a computer and modem is done from locations throughout the world. A bulletin board posts a common pool of information and messages for a particular interest group.

E. LOCAL AREA NETWORK (LAN)

     LAN connects computers within a limited area, normally a builfing office, or laboratory. A LAN relies on a centralized computer called a file server that "serves" all other computers connected to it via special writing. A computer lab is often a LAN, because all the computers in the lab are connected to a single file server, which is usually tucked away in a closet or other out of the way space.

F. ISSUES

     The center for education and research in information assurance and security (CERIAS) focuses on multidisciplinary research and education in the areas of information security. The organization is concerned with supporting educators in issues of privacy, ethics, and management of information. Issues such as confidentially of student records, privacy of information, and protection of students while they work online are important considerations.
1). Monitoring Student Use
     The teachers and parents must monitor students when using the internet to ensure that their behavior is appropriate and to discourage them from exploring inappropriate material either deliberately or accidentally. The amount and level of monitoring is often based on the age of the students younger students may need more monitoring than older students.
2). Acceptable Use Policies
     AUPs are agreements among students, parents)guardians and the school administration outlining what is considered proper use of the internet by all parties involved. The policies usually include that the school will do what it can to control access to inappropriate information, that students will accept responsibility for not accessing such information, and that parents understand that there are possibilities that their children may access such information despite the school's efforts.
3). Security
     Students should be instructed not to give out personal information such as their phone numbers, address and other personal informstion over the internet. It may be wise for students to give their school's phone number and address for correspondence. Also, ss an educstor, should be concerned that you have parental premission to post children's photos on the Web.
4). Etiquette
     Using the analogy of the internet as the information superhighway, these are the "rules of the road". Referred to as netiquette, they apply to e-mail and to other interaction on the Web :
   - Keep your message short and simple.
   - Identify yourself as sender somewhere in the communicstion, include your name, postal address, and phone number.
   - Doublecheck the address or URL before sending a message.
   - When replying to a message, include the pertinent portions of the original message.
   - Don't write anything you would not want somebody othet than the receiver to read.
   - Check spelling, grammar, and punctuation.
   - Be sensitivee to others.
   - Don't use ssrcasm. It falls flat and doesn't come across.
   - Be careful with humor.

G. USING THE ASSURE MODEL WITH NETWORK RESOURCES
   1). Analyze Learners.Lesson development begins by identifying the audience.
   2). State Objectives. Before stating specific obejctives, should to explore how you want students to use the network.
   3). Select Methods, Media, and Materials. Selecting materials often begins by "surfing" the Web. Locate websites on a specific subject matter by using a search engine such as Google, Alta Vista, Web Crawler, or Yahoo!
   4). Utilize Media and Materials. The length of the lesson will depend on the scope of materials available, manner of presentation, and available time. When using the internet, provide time for students to search for relevant materials.
   5). Require Learner Participation. Get the students involved in finding the neccessary information and materials or making contact with individuals. The process of searching may br one of their most important outcomes, especially for early lessons using computer networks.
    6). Evaluate and Revise. In addition, computer networks and sites change frequently, and may be forced to change the lesson before offering it again.

H. FUTURE POSSIBILITIES
     Computer networks have altered the earlier institutional structures, which were based on transportation. In the past we operated on the assumption that, to learn, learners had to physically be in the "territory" of the teacher. However, some parents are growing more and more concerned about the excessively long bus rides their children take, as well as the high cost of transportation. These factors make it attractive to return to smaller and more numerous "attendance centers". The opportunity to improve the quality of education is a compelling reason for educators to continue to develop educstional applications for computer networks.



      Source : Heinich, Molenda, Russell, Smaldino et. 2002. Instructural Media  and Technologies for Learning volume 7. California: The University of California.

Minggu, 21 Juni 2020

MULTIMEDIA


A. MULTIMEDIA KITS 

     A multimedia kits is a collection of teaching/learning materials involving more than one type of medium and organized around a single topic. Kits Drinclude CD-ROMs, filmstrips, slides, audiotapes, videotapes, still pictures, study prints, overhead transparencies, maps, worksheets, charts, graphs, booklets, real objects, and models. Sometimes multimedia kets are designed for the teacher to use in classroom presentations and designed for individual students or by small groups.
Advantages : 
     1). Interest : Because multimedia kits are multisensory.
     2). Cooperation : Kits can be an ideal mechanism for stimulating small-group project work. Cooperative learning activites can revolve around experiments, problem solving, role playing, or other types of hands-on practice.
     3). Logistics : Multimedia kits can be transported and used outside the classroom, such as in the media center or at home.
Limitations :
     1). Expense : Multimedia kits can be more expensive than with other, more conventional, methos.
     2). Time consuming : Time consuming to produce and maintain the materials.
     3). Replacement : Lost components can make the kit frustrating to use.

B. HYPERMEDIA

     Hypermedia refers to computer software that uses elements of text, graphics, video and audio connected in such a way that users can easily move within the information. Hypermedia is based on cognitive theories of how people structure knowledge and how they learn. It's designed to resemble the way people organize information with the concepts and their relationships. With hypermedia, one can link asynchronous data sources directly to compose and display nonsequential information that may include text, audio and vidual information. The is no continous flow of text, as in a textbook or novel. The intent of hypermedia is to provide users with possibilities to move about within a particular set of information without necessarily using a predetermined structure or sequence. Computer hypermedia systems can be used for several different purposes :
     a). Browsing : Users browse or navigate through the information by choosing routes that are of interest.
     b). Linking : Users can create their own special connections or links within the information.
     c). Authoring : Users can author or create their own unique collections of information, adding or linking text, graphics, and audio ss they wish. 
The button is used to move around in the hypermedia environment. The linking interface lets navigate or move about more quickly and precisely within a hypermedia environment. 
Advantages :
     1). Engrossing : The opportunity for deep involvement can capture and hold student interest.
     2). Multisensory : The incorporation of sounds and images along with text expands the channels to the mind.
     3). Connections : By using"hot buttons" students can connect ideal from different media sources, for example, connecting the sound of a foghorn with the word "lighthouse".
     4). Teacher and student creation : Software allows teachers and students to easily create their own hypermedia files, student projects can become opportunities for collaborative work.
Limitations :
     1). Getting lost.
     2). Lack of structure.
     3). Noninteractive : Programs can be simply one-way presentations of information with no specific opportunities for interactive practice with feedback.
     4). Time consuming : hypermedia programs tend to require more time for students to reach prespecified objectives.

C. INTERACTIVE MEDIA

     Computer based interactive media creates a multimedia learning environment that capitalizes on the features of both video and computer assisted instruction. It's an instruction delivery system in which recorded visuals, sound, and video materials are presented under computer control to viewers who not only see and hear the pictures and sounds but also make active responses with those responses affecting the pace and sequence of the presentation. The video portion of interactive media is provided through a CD-ROM, DVD, or the Web. Because CD-ROM discs can store many types of digital informstion including text, graphics, photographs, animation, and audio. Multimedia CD-ROM products are commonly found in school library media centers, primarily in the form of encyclopedias or other reference databases. The images can be presented in slow motion, fast motion, or frame by frame(as in a slide show). The audio portion may occupy two different narrations for each motion sequence.
The heart of an interactive mefia system is the computer, which provides the "intelligence" and interactivily required. The computer can command the system to present audio or video information, wait for the learner's response and branch to the appropriate point in the instructional program from that response.
Advantages :
     1). Multiple media : text audio, graphics, still pictures and video can all be combined in one easy to use system.
     2). Learner participation : The R of the ASSURE model is achieved with interactive video materials because they require that learners engage in activities.
     3). Individualization : Provided for branching allows instruction on remedial as well as enrichment levels.
     4). Flexibility.
Limitations :
     1). Cost : The most significant limitation to interactive video is the cost, although the prices of ready-mafe discs and machines are decreasing.
     2). Production expense : It's expensive to produce CD-ROM and DVD discs, making it necessary to rely on commercially prepared discs, which may not meet local needs.
     3). Ridigity : The discs cannot be changed once they have been made, therefore material may become outdated.

D. VIRTUAL REALITY

     Virtual reality (VR) is one of the newest multimedia applications of computer-based technologies. VR is a computer-generated three dimensional environment where the user can operate as an active participant. The user wears a special headpiece that contains a three dimensional liquid crystal video display and headphones. The essence of VR is the expansion of experiences of the user. Because VR place the user into the virtual environment, it provides an opportunity to interact with that environment in a unique way, giving the user "ultimate" chance to grasp new ideas.
Advantages :
     1). Safety : VR creates a realistic world without subjecting viewers to actual or imagined danger or hazards.
     2). Expensive.
     3). Opportunities to explore : VR allows students to experiment with aimulated environment.
Limitations :
     1). Cost : The equipment is extremely expensive.
     2). Complexity : The technology is complex and doesn't lend itself to most classroom uses.
     3). Limited titles.

E. EXPERT SYSTEMS
     Expert system is a software package that allows the collective wisdom of experts in a given field to be brought to bear on a problem. One of the first such systems to be developed is called MYCIN, is a program that helps train doctors to make accurate diagnoses of infectious diseases on the basis of tests and patient information fed into the computer. Expert system are slowly making their way into education. 
     One example that involves individualized learning is an expert system called CLASS LD. Developed at Utah State University, the program classifies learning disabilities by using an elaborate set of rules contributed by experts. In tests, the program has proven to be at least as accurate as informed special education practitioners. The next step is to develop a software package that will design an individualized education program (IEP) for children diagnosed by CLASS LD. Because many children with learning disabilities are in mainstreamed classes, the expert system would make more manageable the classroom teacher's job of providing appropriate instruction.





      Source : Heinich, Molenda, Russell, Smaldino et. 2002. Instructural Media  and Technologies for Learning volume 7. California: The University of California.

Minggu, 14 Juni 2020

COMPUTER


A. ROLES OF COMPUTERS IN LEARNING

    The potential of computers in educational settings go far beyond direct instruction. One function is administrative-keeping schools records, scheduling classes, doing payroll, and managing student assessment data. Another is service oriented, as when guidance programs use computers to deliver career planning assistance. In the domain of instruction there are four broad classes of computer applications :
• As an object of instruction
• As a tool As an instructional device
• As a means of teaching logical thinking
   1). Object of Instruction The computer may itself be the object of instruction. For example, in computer literacy courses student learn about computers, and in vocational courses students learn to use computer on the job for data processing and analysis purposes. In this role, the computer is treated like any other machine one is learning to use.
   2).  In its role as a tool, the computer assists both teachers and students. Some of the roles of the computer are relatively simple, such as sophisticated calculator and typewriter. Other roles are more advanced, such as multimedia composer, presentation aid, communication device, and data retrieval source.
   3). Device Computer-assisted instruction (CAI) helps students learn specific skills. For example, Math Blaster Plus assists students in learning math facts (addition, subtraction, multiplication, and division) through drill-and-practice using an arcade game format. Software is now capable of providing students with complex tasks to engage them in real-world problems.
   4). Teaching Logical Thinking. Seymour Paper, in his 1982 book, Mindstorms, and again in his 1993 book, The Children’s Machine, suggests that the computer should be an “object to think with” not a dispenser of information. Using LOGO, a procedural language that was designed for learners, students can learn about the Complexity of the mathematics within their daily lives.
Advantages :
   - Learner control. Computer-based insteuction allows students some control over the rate and sequence of their learning(individualizatio ).
   - Special needs. Computer-assisted instruction is effective with special learners at risk students, students with diserve ethnic backgrounds, and students with disabilities.
   - Record keeping. The record-keeping ability of the computer makes individualized instruction feasible;teachers can prepare individual lessons for all students and monitor their progress.
   - Information management. Computer can over a growing knowledge base associated with the information explosion. They can manage all types of information :graphic, text, audio, and video.
Limitations :
   - Copyright.
   - High expectations.
   - Limited range of objectives.
   - Controlled environment.
   - Lack of social interaction.

B. INTEGRATING COMPUTERS INTO THE CURRICULUM

Computers in classrooms is only part of the tasks. The ultimate value of technology in education and training depends on how fully they are integrated into the curriculum. Instructors need a framework for using computer technology that coves a variety of learning styles and accommodates varied teaching methods. Most important, result need to be measurable against a clear set of goals and objectives-the second step in the ASSURE Model. In the classrooms where computer technology is integrated successfully, students use it with the same ease with which they use books, maps, pencil, and pens.
   1). Processing When engaged in thinking, students explore the possible connections between related ideas. Often they employ a technique referred to as concept mapping. Ideas about a topic are linked, forming a complex web of interrelated thoughts. Software packages such as Inspiration are designed to facilitate this process.
   2). Drill-and-practice programs lead  learners though a series of examples to increase dexterity and fluency in a skill. The computer does not display impatience and goes a head only when mastery is shown.
   3). In the tutorial role, the computer acts as the teacher. All interaction is between the computer and the learner. An example is Mavis Beacon Teaches Typing, which guides students to learn touch typing skills.
   4). A game activity may or may not entail simulation elements. Likewise, a game may or may not be instructional. It depends on whether the skill practiced in the game is an academic one-that is, related to a specific instructional objective or a work place skill.
   5). Simulation In this method, learners confront an approximation of areal-life situation. It allows realistic practice without the expense or risks otherwise involved.
   6). Discovery Is a general term to describe activities using an inductive approach to learning; that is, presenting problems that students solve though trial and error or systematic approaches. It approximates laboratory learning outside the classroom.
   7). Solving Learners use previously mastered skills to resolve a challenging problem. Students must examine the data or information presented, clearly define the problem, perhaps state hypotheses, perform experiments, then reexamine the data and generate a solution.
   8). Tools Using a word processing program for writing makes it easy for students to edit their works. One they have gathered their ideas into concept maps, they then begin to work those ideas into connected text.
   9). Tools Drawing and creating graphic is a fun activity for students.
Advantages :
   - Self-pacing. Students can move through the material at their own pace, being tested and branched at frequent intervals.
   - Total package. A major advantage from the administrative standpoint is having a total integrated package of hardware and software, there is no need to try to piece together your own network or to shop for and evaluate courseware.
   - Validated. The learning programs can be tested and valiated before distribution with a large base of client, the vendors can afford to invest in curriculum research and development.
Limitations :
   - Courseware quality. The quality of the courseware is variable; some of it is low-level, uninspiring drill and practice material.
   - Evidence of effectiveness. The effectiveness of these materials; most of the exiting studies have been commissioned by one of the vendors and have been conducted with less than acceptabl3 rigor.
   - Report. The individual progress reports given to teachers are often hard to interprent.

C. SOFTWARE SELECTION


   1).Selection criteria In addition, software programs, also called applications, are written to run on specific operating systems. An operating system, such as Mac os, Windows, or Unix is software that functions as the computer’s interface with the user. It determines precisely how user, computer, and application interact to produce the desired results.
a.  Accuracy Information should be presented in a clear and logical manner. Finally you need to examine the intent of the lesson and its relation to your intended student goals.
b. It is important that software follow sound educational techniques and principles. In a drill frequent informative feedback.
c. Learner Control Finally, the information needs to be presented in a manner designed to maintain student interest and involvement in the tasks.
d. Practical examples that relate to students’ own experience are more valuable within the learning process.
e.Ease of Use Ease of use is a particularly critical attribute in a situations where students are working individually or in small groups on different projects, using different software.
f. Special Features Color, graphic, animation, and sound should be presented in a consistent manner, using size , color, and location to reduce the cognitive burden of deciphering.

D. COMPUTER HARDWARE


1). Basic Components The physical equipment that makes up the computer is referred to as the hardware. A computer’s specific combination of hardware components is referred as its configuration.
2). Input Device. Transmit information into the computer. The most commonly used input device is the keyboard. Central Processing Unit. (CPU) is the core element, or “brain” that carries out all the calculations and controls thet total system.
3). Memory stores information for manipulation by the CPU. The memory contains the control-function-that is, the programs written to tell the CPU what to do in what order.
4). Storage The most common storage mechanism is the magnetic disk. Recordable CD-ROMs are becoming common. Storage capacity (measured in Mb or Gb) has expanded to keep pace with the rapidly growing memory demands of today’s software and the ever-increasing size f graphic and animation-laden multimedia data files.
5). Output Device Display results of your program. A television-type-monitor, referred to as a CRT (cathode-ray tube), is the usual Output device of a personal computer.

E. COMPUTER FACILITIES


1). The One-Computer Classroom One solution has been to have a computer placed in each classroom. This single computer is therefore available to the teacher and students to use throughout the day.
2). Multiple-Computer Classroom Is useful when the teacher wants to present to all the students simultaneously. The arrangement is helpful when the same software simultaneously.
3). The computer Laboratory When a teacher wants each student to be working on a computer during a lesson, it is necessary for the whole class to have access to computers simultaneously. Schools often place 15 to 20 computers together in a single room called a computer laboratory.


      Source : Heinich, Molenda, Russell, Smaldino et. 2002. Instructural Media  and Technologies for Learning volume 7. California: The University of California.