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Below are some articles which I
had read recently ......
For technology touch in schools
By Chandra Devi,
chandra@nstp.com.my
Our teachers are often
encouraged to" embrace computer-related technology to enhance the
teaching-learning process but many remain clueless as to how and when they
can use such technology in the classroom effectively. This situation is a
consequence of the various technology training programmes for teachers which
only seem to address the need to provide basic knowledge on various
applications while leaving the rest to their own imagination.
While gaining knowledge about technological tools such as the internet,
CD-ROMs, PowerPoint presentations and spreadsheets is essential, it is more
valuable if educators are taught to know how to implement their technology
knowledge and experience effectively in the classroom.
Technology training programmes for teachers should take into consideration
the varying levels of understanding and comfort with technology among
teachers. Ideally, we should introduce training programmes that take
teachers through several successive stages, instead of one-off programmes.
The ultimate goal of all technology training programmes for teachers should
be an adequate level of technical expertise to improve student performance.
These programmes should aim to develop a techno-constructivist mindset among
teachers.
Techno-constructivist is a term used to describe teachers who integrate
technology into the curriculum to bring a totally I new approach to
teaching. I They evolve from teachers who are techno phobic or uninterested
to become teachers who utilize various technological tools, and allow their
students to become active participants in the learning process.
The term was used by Scott Noon, director of US-based Connected University,
in his four-stage model for technology adoption among teachers.
Techno-constructivists are the stage four teachers in a training programme,
who are aware of the ability of technology to assist children build on their
own experiences, construct their own meanings, create products, and solve
problems successfully.
These teachers will then become the mentors or trainers for others in the
other three stages.
At stage one are educators who basically are unfamiliar with technology.
Either they never had an opportunity to adopt new technology or are
uninterested in learning how to use it. The goal at this stage of training
must be to take away fears and the training must be designed to show them
the benefits technology can offer them.
Then at stage two are software technicians or teachers who are adept in
several applications such as electronic mail (e-mail), Internet and word
processing for their own use. Teachers at this level understand that
computers can serve useful purposes in the classroom setting.
The objective at this stage of training is to expand their applications
skills and introduce the concepts of curriculum integration such as using
the Internet in lesson plans, online projects and team teaching with
educators worldwide.
And at stage three are the electronic traditionalists. These are teachers
who are proficient in using technology in the classroom but their technology
usage is limited to conventional functions. The aim at this level is to help
the teachers see new possibilities and approaches in learning that
technology enables.
The four-stage framework .for teacher technology assimilation as drawn by
Noon offers 8, means to train teachers with an ultimate goal in mind -
developing teachers who are apt at integrating technology into the
curriculum for better learning outcomes.
Training should be matched to participant's level of knowledge, which from
there on should not , only be continuous but also progressive.
Element of multimedia technology
By Raphael Phan Chung
Wei, itp@nstp.com.my
Nowadays the word
"multimedia" is a commonly used term in a person's conversation, be it a
university lecturer, politician or student. This is especially so in
Malaysia when the Multimedia Super Corridor (MSC) project was initiated in
1997. All of a sudden, "multimedia" became a buzzword on everyone's lips.
When I first heard of the word in 1997, I thought it was something
associated with arts or graphics design. In fact, multimedia covers much
more than that.
The word "multi" means more than one while "media" refers to a medium, so
multimedia would literally mean more than one medium.
"More than one medium for what?", some might ask. My former lecturer, Dr Ewe
Hong Tat once defined multimedia in terms of !the five basic senses that we
humans have: sight, hearing, smell, taste and touch. He said that we use our
five basic senses to interact with our surroundings.
When we talk in these terms, then multimedia would refer to the various
mediums through which we humans interact electronically with information,
most of the time coming from computers, televisions or other entertainment
devices.
Multimedia also refers to the technologies and techniques used to enhance
the way information is' presented to us and it includes elements of text,
audio (or sound), graphics (or images), animation (or motion), and video.
Nowadays, multimedia is not just limited to how information is presented to
us. In more advanced multimedia technologies, there is an extra element:
interactivity. This means we are not confined to be solely on the receiving
end of information but can also give feedback and control the way that
information is presented.
Text. The first and most simple element of multimedia is text, which
appeals to our sense of sight. Text refers to words, sentences, paragraphs
or anything that is written or displayed as a sequence of alphabets and
characters.
For example; this article consists purely of text. By forming characters
into a particular pattern, text gives meaning to humans. Text was among the
very first forms in which humans used to communicate information with one
another, and was the first element that was used by computers to convoy
information to the users.
Veteran computer users would recall the first-generation computers with
monochrome (single-colour) displays that had only text to relay the
information and relied on text to obtain information from the users.
Nowadays, text can be stored in various file formats in the computer, the
most popular being the pure text file format with the .txt extension.
Audio. Audio is another element of multimedia. Vibrations in the air
or other mediums cause a sensation that is detected by our human ears and is
known as sound or audio. It appeals solely to our sense of hearing.
Audio could be a human voice, a song, the beat of musical instruments,
digitized sound effects or any other sound used to enhance our understanding
of the information presented to us. Audio was also one of the earlier forms
in which the computer used to interact with human users.
The most common example would be the beep. sound emitted by the computer's
internal speaker to tell users that an error was detected or to let them
know that a certain action is being performed. computers support audio file
formats such as Wave, Midi or MP3.
Wave files contain sound information and have the extension .wav while Midi
files contain audio information that are digitally generated by electronic
equipments rather than traditional musical instruments. These files have the
.mid extension.
Finally, Mp3 files mostly contain full-length songs in compressed format and
have the .MR3 extension.
Graphics. The third element of multimedia is the graphics, another
element that appeals to our sense of sight. Graphics or images refer to the
visual effects that provide a clearer illustration of the information being
presented.
"A picture is worth a thousand words"; so the saying goes. In most cases, it
is indeed true. A hard-to-grasp concept might be understood better if a
picture or illustration is provided, rather than having to describe it in
detail by using purely words.
Those who started using computers since early 1990s would appreciate how
computer graphics technologies have improved over the years. The graphics
back then were simply a collection of monochrome of dots grouped together to
form a certain pattern. Then came the 16-colour technology, followed by 256
colours, and the computer games became somewhat presentable in a sense.
Compare that to now with 32-bit (232 = 4,294,967,296) colours, the computer
graphics technology these days really helps enhance presentation of
information.
Popular graphics formats are the joint photographic experts group (JPEG) and
graphics interchange format (GIF).
Graphics are still images that provide a static illustration. Imagine if you
have a collection of images and you display them one at a time, at a fairly
fast speed. You then have a simulation of movement and this is called
animation, yet another element of multimedia, again triggering our sense of
sight.
However, the speed at which the images are displayed must be fast enough in
order for the transition from one image to another to be smooth and decent
for viewing.
Cartoons are examples of animations. Today, computer programs are also
available such as Microsoft PowerPoint that help computer users create
simple animations based on a series of still images.
Common types of files that support animation are GIF files. When you visit a
certain Web site and you notice ii certain image that is changing at a
certain rate, bring your mouse over and right click. Choose "Save Picture
As..." or "Save Image As...". You will find that those are GIF files.
Video. Video refers to the signal that contains the timing
(synchronization), luminance {intensity or brightness) and chrominance
(colour information) that when displayed
would provide a visual representation of continuously moving images. Note
the similarity between animation and video. Perhaps the factor that
distinguishes between the two is the degree of continuity.
Video provides viewers with a sense of continuous motion of images while
animation is less stringent and has a slower rate of motion between images.
Also, most videos are captured visual representations of real-world
movements while animations are created by continuously displaying still
images at a certain rate with the intention of simulating a constantly
changing scene. Popular video file formats are the audio video interleave (avi),
moving picture experts group (MPEG) and MOV.
With the current advanced multimedia technologies, an extra multimedia
element has been added into multimedia presentations: interactivity.
This element makes it possible for users to have two-way interaction with a
presentation, and choose the way in which that presentation is given, the
sequence in which information is displayed and so forth.
An example of interactivity would be digital versatile disc (DVD) videos
which provide an avenue for viewers to choose how the video is shown. Menus
are present on almost all DVDs to allow viewers to select the video content
to be shown, and how it is shown.
There are even DVDs with multiple camera angles that allow viewers to view
the video content at different angles. This is the start of a new generation
of interactive multimedia presentations.
Knowing about the elements of multimedia: text, audio, graphics, animation
and video sheds some light on what multimedia really is and what the MSC is
all about. It is the centre of multimedia activity that will spearhead
Malaysia's vision 2020 where technologies concerned with the elements of
multimedia are explored, researched and applied.
This would involve expertise from various fields such as the engineers who
handle the hardware in multimedia elements, the computer scientists and
information technologists who write software programs as well as animators
and illustrators who create the graphics, animations and videos for
multimedia presentations, and finally the multimedia-Iiterate managers and
administrators who co-ordinate and oversee the multimedia activities.
Equiping the young with ICT
By ANUJA RAVENDRAN,
anuja@nstp.com.my
As Malaysia moves
towards becoming a knowledge-based economy (k-economy), it is imperative for
us to equip our young with information and communications technology (ICT)
knowledge.
We need to install in them ICT skills which they will be able to leverage on
later in their lives when they embark on college education or enter the
working world.
Recognizing this need, the Education Ministry's Curriculum Development
Centre (CDC) has come up with the Technology Development unit which houses
the Computer in Education Unit programme.
This programme refers to the use of computer as a tool in the teaching and
learning process. as well
as learning how to use computers.
Since 1986, the Education Ministry has carried out pioneering projects to
study the relevance and effectiveness of the use of computers in the
teaching and learning process. The Computer in Education unit is responsible
for the planning and implementation of research and development (R&D)
pertaining to the use of ICT in education. It also plans, implements and
monitors ICT activities carried out at schools.
These include activities like Computer Literacy, Computer Aided Learning,
the Education Network and the Information Technology (IT) Curriculum for
schools. Through the programme, the Ministry hopes to be able to improve the
academic performance of students using the computer as a tool of learning.
Students will also be able to learn how to access, assess, select and use
the necessary information for their studies. Information is available in
abundance, but in order to use it effectively, students will need to know
what is required and what is not. The programme is also expected to help
students improve the quality of their work (assignments) utilizing suitable
computer applications.
Another aim of the programme is to offer opportunities for students to gain
more 'knowledge and skills in order to have more confidence in themselves
once they finish school.
The main objective, however, would be to develop a pool of skilled-IT human
resources through early exposure to IT curriculum from the early stages of
learning.
Schools are also equipped with the necessary infrastructure such as a
computer lab, ICT hardware, software and Internet access in order to make
the programme a success.
The effort undertaken by the Ministry is highly commendable. The main aim is
to prepare students for the future they will be facing upon completion of
secondary school.
All this while, a typical Malaysian student's learning experience,
unfortunately, has been very much locked in a paper chase that forces a
student to regurgitate what he or she has learnt, says Informatics College's
academic director Albert Lim.
He suggests that in order to move away from this, our curriculum must begin
to include elements of creative thinking, heuristic learning techniques, and
to convey explicit as well as tacit knowledge.
This, he adds, will simulate better problem-solving skills and innovative
use of knowledge in an ever increasing dynamic working and academic
environment beyond tertiary education.
He believes that a dynamic ICT curriculum will enable students to master the
fundamentals of software application and basic programming when they enter
the tertiary education level, be it in the public or private institutions of
higher learning.
"This will in turn allow the students to focus more on developing creative
and innovative applications and solutions in ICT."Even if these students
decide to begin .working upon completion of secondary school, they can
confidently take on jobs in the IT field as the fundamentals have already
been set and they have the basic knowledge required."
Albert says that in order to be well-poised for the challenges in the
future, the nation must produce graduates who will have a minimum expected
competency level with the ability to demonstrate learned skill successfully
and consistently equip students with the ability to apply knowledge in
"open-ended" situations.
"It is not about what you know, but how you use it as well," he says. "While
there have been efforts to move in this direction, we need a bigger leap to
change and drive the way we deliver our educational system, in line with the
philosophy of life-long learning and a chance for an education for every
citizen.
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