Teknologi Maklumat dalam
Pendidikan
(BBD 10803)
TOPIC 1:
Introduction to Information And
Communication Technology
Topics to be covered
1.1 Evolution of computer and digital media
1.2 ICT in your life
1.3 21st century skills
1.4 Computing in the digital age
1.5 MSC and Digital Malaysia
1.6 Cyber Law
Topic Learning Outcomes
At the end of this topic, students should be able to:
1. define information technology
2. state the evolution of computers and digital media
3. identify five components of information technology
4. identify the use of ICT in daily life
5. discuss briefly 21st century skills
6. discuss the importance of computing in digital era
7. explain about MSC and Digital Malaysia
8. state six cyber laws used in Malaysia
1.1 Evolution of Computer and
Digital Media
1.1 Evolution of Computer and Digital Media
What is Technology?
Technology involves the design and production of innovative and
creative products to meet the needs and wants of others.
What is Information Technology?
is all about using information as a commodity or resource, just like
any other job.
The information that is being translated, disseminated, stored,
transmitted, etc. is usually in the forms of audio, video, textual and
numerical information and is processed through the use of
microelectronics and computers
1.1 Evolution of Computer and Digital Media
What is a computer and what does it do?
Computer
A computer is an electronic device that operates
under the control of instructions stored in its
memory, accepts data, processes the data according
to specified rules, produces results, and stores the
results for future use (Shelly, G. B., Gunter, G. A., &
Gunter, R. E., 2013)
1.1 Evolution of Computer and Digital Media
Data
Collection of unorganized facts. Computers
manipulate and process data to create information.
Information
Data that is organized, has meaning, and is useful.
Example: reports, newsletters, receipts, pictures,
invoices, or checks.
1.1 Evolution of Computer and Digital Media
1.1 Evolution of Computer and Digital Media
Input
The data entered into a computer
Output
The processed results
Storage
A computer processes input to create output. A computer
can hold data for future use in a area called storage
Information processing cycle
Cycle of input, process, output and storage
1.1 Evolution of Computer and Digital Media
Hardware
The electronic and mechanical equipment that
makes up a computer
Software
The series of instructions that tell the hardware how
to perform tasks
Without software, hardware is useless; hardware
needs the instructions provided by software to
process data into information
1.1 Evolution of Computer and Digital Media
Example of hardware
1.1 Evolution of Computer and Digital Media
The evolution
1.1 Evolution of Computer and Digital Media
The evolutions of modern technologies started 100 years
ago.
Telegraph -> telephones -> radios -> television -> early
computers -> large and bulky mainframe computers ->
development of personal computer in the early 1980s
World Wide Web has resulted in computer that is
more than a simple computational device. Computers
has morphed into a device used for communication,
media creation, learning and so much more.
Computer generations
First generation (1951-1958)
Computer generations
Second generation (1959-1963)
Computer generations
Third generation (1964-1979)
Computer generations
Fourth generation
Computer generations
Fifth generation
1.1 Evolution of Computer and Digital Media
What is Digital Media?
It is defined as those technologies that allow users to
create new forms of interaction, expression,
communication, and entertainment in a digital format.
The term digital media is also reflect the evolution of
multimedia computing into multisensory
communications.
1.1 Evolution of Computer and Digital Media
The Goal of Multimedia and Digital Media
is to reproduce as closely as possible the reliability
and effectiveness found in face-to-face
communication, and then emulate that in virtual and
online environment, such as social networking, using
computers, mobile devices, and other technologies.
1.1 Evolution of Computer and Digital Media
Mobile Computers and Mobile Devices
1.1 Evolution of Computer and Digital Media
Mobile Computers and Mobile Devices
Mobile computer is a personal computer that can be carried from
place to place. Example: notebook computer, tablet computer and
netbooks.
Mobile devices is a computing device small enough to hold in
your hand and usually does not have disk drives.
Notebook computer also called laptop computer, is a portable,
personal computer small enough to fit oh your lap.
Tablet computer is a letter-sized notebook computer that user
interact with by touching the screen with finger.
1.2 ICT In Your Life
1.2 ICT In Your Life
Today’s Technology
Example of daily usage of ICT : at school, at home, at
work
Complete a homework assignment
Watch streaming videos using laptops or smartphones
Flip through news headlines
Make dinner reservations using tablet
Search for directions
Search for local weather forecast
Listening to music on smartphones
Edit a video on a desktop computer
Share photos online from digital camera
1.2 ICT In Your Life
Today’s Technology
Example of daily usage of ICT : at school, at home, at
work
1.2 ICT In Your Life
How ICT Benefits in Life?
Effects our lifestyle with modern gadgets
Information just right on our fingertips
Assist us to do our jobs
We can communicate each other without boundaries
Less papers involved thus saving the trees
1.2 ICT In Your Life
ICT in Manufacturing
1.2 ICT In Your Life
ICT in Banking / Commerce
1.2 ICT In Your Life
ICT in Medicine
1.2 ICT In Your Life
ICT in the Home
1.2 ICT In Your Life
ICT in Education
1.2 ICT In Your Life
ICT in Employment
1.2 ICT In Your Life
Effects on our home life
ICT changed lots of things.
It is much faster and comfortable
It gives people rest and time to have their own time to spend
freely
It gives time to communicate with others
However sometimes, it causes some people to be addicted to
computer games, social media and others
1.2 ICT In Your Life
Effects on our home life
We should use ICT wisely
1.3 21st Century Skills
1.3 21st Century Skills
The Partnership for 21st Century Skills
a national organization that focus on infusing 21st
century skills into education.
The goal is to ensure that students who graduate
from schools have the skills needed to be effective
workers, citizens, and leaders in the new global
economy.
1.3 21st Century Skills
The P21 Framework
1.3 21st Century Skills
21st Century Student Outcome
Students outcomes represented by
the rainbow portion.
The core subjects and 21st century
skills theme:
Learning and innovation skills
Information, media and technology skills
Life and career skills
1.3 21st Century Skills
Learning and Innovation Skills
The Partnership identifies a
number of skills as necessary for
students to be able to succeed in
the work environment. The skills
are:
Creativity and Innovation
Critical Thinking and Problem Solving
Communication and Collaboration
1.3 21st Century Skills
Information, Media, and
Technology Skills
Students need to be able to use new
and emerging technology to learn 21st
century skills and knowledge. The
skills are known as :
Information literacy
Media literacy
Information, communications, and
technology (ICT) literacy
1.3 21st Century Skills
Life and Career Skills
The Partnership stresses that
students need more than content
and thinking skills. The skills
needed to compete globally are:
Flexibility and Adaptability
Initiative and Self-Direction
Social and Cross-Cultural Skills
Productivity and Accountability
Leadership and Responsibility
1.3 21st Century Skills
Technology
The technology need to be
integrated effectively to help
teachers prepare their students
with necessary skills for
employment in ever changing
world.
1.4 Computing in the Digital
Age
1.4 Computing in the Digital Age
Computing
computing enables the end user to interact directly
with the medium, to the extent that the end user (in
education, the student) can add to, change or interact
with the content, at least to a certain extent. In this
sense, computing comes closer to a complete, if
virtual, learning environment.
1.4 Computing in the Digital Age
The terms Computing can be used to:
create and present original teaching content in a rich and varied way
(using a combination of text, audio, video and webinars);
enable access to other sources of secondary ‘rich’ content through
the Internet;
create and present computer-based animations and simulations;
structure and manage content through the use of web sites, learning
management systems and other similar technologies;
1.4 Computing in the Digital Age
with adaptive learning, offer learners alternative routes through learning
materials, providing an element of personalisation;
enable students to communicate both synchronously and asynchronously
with the instructor and other students;
set multiple-choice tests, automatically mark such tests, and provide
immediate feedback to learners;
enable learners digitally to submit written (essay-type), or multimedia
(project-based) assignments through the use of e-portfolios;
create virtual worlds or virtual environments/contexts through technology
such as Second Life.
1.4 Computing in the Digital Age
Skills development
Skills development in a computing environment will once
again depend very much on the epistemological approach to
teaching.
Computing can be used to focus on comprehension and
understanding, through a behaviourist approach to computer-
based learning
However, the communications element of computing also
enables more constructivist approaches, through online
student discussion and student-created multimedia work.
1.4 Computing in the Digital Age
Thus computing can be used (uniquely) to:
develop and test student comprehension of content through computer-
based learning/testing;
develop computer coding and other ICT knowledge and skills;
develop decision-making skills through the use of simulations and/or
virtual worlds;
develop skills of reasoning, evidence-based argument, and collaboration
through instructor-moderated online discussion forums;
enable students to create their own artefacts/online multimedia work
through the use of e-portfolios, thus improving their digital communication
skills as well as assessing their knowledge;
1.4 Computing in the Digital Age
develop skills of experimental design, through the use of
simulations, virtual laboratory equipment and remote labs;
develop skills of knowledge management and problem-
solving, by requiring students to find, analyse, evaluate and
apply content, accessed through the Internet, to real world
problems;
develop spoken and written language skills through both
presentation of language and through communication with
other students and/or native language speakers via the
Internet.
1.4 Computing in the Digital Age
develop skills of experimental design, through the use of
simulations, virtual laboratory equipment and remote labs;
develop skills of knowledge management and problem-
solving, by requiring students to find, analyse, evaluate and
apply content, accessed through the Internet, to real world
problems;
develop spoken and written language skills through both
presentation of language and through communication with
other students and/or native language speakers via the
Internet.
1.5 MSC and Digital Malaysia
1.5 MSC and Digital Malaysia
Multimedia Super Corridor Malaysia(MSC)
was initially an area covering 15 × 50 km, spanning Kuala
Lumpur City Centre (KLCC) in the north until the Kuala Lumpur
International Airport (KLIA) in the south
Two intelligent cities have been built inside the Multimedia
Super Corridor Malaysia area, i.e. Cyberjaya and Putrajaya.
Cyberjaya houses the information and multimedia technology
industries, while Putrajaya is the new administrative centre of the
federal government.
A corporation has been set up, that is Multimedia Development
Corporation (MDeC) to oversee the development of MSC Malaysia.
1.5 MSC and Digital Malaysia
1.5 MSC and Digital Malaysia
1.5 MSC and Digital Malaysia
Multimedia Super Corridor Malaysia(MSC)
The Bill of Guarantees has been provided by the government to
attract
companies operating in the Multimedia Super Corridor Malaysia
area, which includes the provision of world-class physical and
information infrastructure to companies with Multimedia Super
Corridor Malaysia status. These are:
Provision of world-class physical and information infrastructures;
Unrestricted permission for local and foreign knowledge workers;
Ensuring freedom of ownership, by giving Multimedia Super Corridor Malaysia
status companies exceptions from the need to have local ownership;
Giving freedom to Multimedia Super Corridor Malaysia status companies
to obtain capital from local and international loans for setting up
Multimedia Super Corridor Malaysia infrastructures;
Provision of attractive financial incentives;
1.5 MSC and Digital Malaysia
Being a regional leader in Intellectual Property Rights and
Cyber Laws;
Ensuring that there is no censorship of the Internet;
Provision of a telecommunication tariff that is globally
competitive;
Issuing a tendered contract of Multimedia Super Corridor
Malaysia infrastructure to companies that intend to make
Multimedia Super Corridor Malaysia their regional hub; and
Provision of an agency with authority to act as a one-stop super
shop to ensure Multimedia Super Corridor Malaysia can fulfil
the needs of companies.
1.5 MSC and Digital Malaysia
Multimedia Super Corridor Malaysia(MSC)
Multimedia Development Corporation also acts as a
one-stop centre to fulfil the 10 guarantees, especially
for speeding up visa, licence and permit applications.
The telecommunication infrastructure to be provided
in MSC Malaysia is to be of 2.5G bps up to 10G bps.
1.6 Cyber Laws
1.6 Cyber Laws
Cyber Laws
Among the guarantees provided for Multimedia Super
Corridor Malaysia status companies are the enactment
and implementation of six Cyber Laws, which have now
been passed by the Parliament. Among the laws are:
Digital Signature Act 1997;
Copyright Act (amendment) 1997;
Computer Crime Act 1997;
Telemedicine Act 1997;
Communications and Multimedia Act 1998; and
Communications and Multimedia Commission of Malaysia Act 1998.