ICT - Applications (2nd Sem)
ICT - Applications (2nd Sem)
ICT - Applications (2nd Sem)
Input Devices: Usually a keyboard and a mouse, the input device is a conduct
through which data and instructions enter into a computer.
Output Devices: A display screen, printer or other devices that lets you see
what the computer as accomplished.
There are five computer generations known till date. Each generation has been
discussed in details along with their time periods and characteristics.
The first computers of this generation were developed for the atomic energy
industry.
3 .Third Generation: Integrated Chips/Circuits (1964-1971):
The development of the integrated circuit was the hallmark of the third
generation of computers. Transistors were miniaturized and placed
on silicon chips, called semiconductors, which drastically increased the speed
and efficiency of computers.
Instead of punched cards and printouts, users interacted with third generation
computers through keyboards and monitors and interfaced with an operating
system, which allowed the device to run many different applications at one time
with a central program that monitored the memory. Computers for the first time
became accessible to a mass audience because they were smaller and cheaper
than their predecessors.
Did You Know... ? An integrated circuit (IC) is a small electronic device made
out of a semiconductor material. The first integrated circuit was developed in
the 1950s by Jack Kilby of Texas Instruments and Robert Noyce of Fairchild
Semiconductor.
4. Fourth Generation: Micro Chips/Processors (1971-Present):
In 1981 IBM introduced its first computer for the home user, and in
1984 Apple introduced the Macintosh. Microprocessors also moved out of the
realm of desktop computers and into many areas of life as more and more
everyday products began to use microprocessors.
As these small computers became more powerful, they could be linked together
to form networks, which eventually led to the development of the Internet.
Fourth generation computers also saw the development of GUIs, the mouse
and hand held devices.
1. Fifth Generation: Artificial Intelligence (Present and
Beyond):
Fifth generation computing devices, based on artificial intelligence, are still in
development, though there are some applications, such as voice recognition,
that are being used today. The use of parallel processing and superconductors is
helping to make artificial intelligence a reality.
AI includes −
Robotics
Neural Networks
Game Playing
Development of expert systems to make decisions in real-life situations
Natural language understanding and generation.
ULSI technology
Development of true artificial intelligence
Development of Natural language processing
Advancement in Parallel Processing
Advancement in Superconductor technology
More user-friendly interfaces with multimedia features
Availability of very powerful and compact computers at cheaper rates
Some computer types of this generation are −
Desktop
Laptop
Note Book
Ultra Book
Chrome Book
The fifth generation of computer runs till date. In the fifth generation, VLSI
technology became ULSI (Ultra Large Scale Integration) technology, resulting
in the production of microprocessor chips having ten million electronic
components.
INTRODUCTION
Since Office 2013, Microsoft has promoted Office 365 as the primary means of
obtaining Microsoft Office: it allows use of the software and other services on
a subscription business model, and users receive free feature updates to the
software for the lifetime of the subscription, including new features and cloud
computing integration that are not necessarily included in the "on-premises"
releases of Office sold under conventional license terms. In 2017, revenue from
Office 365 overtook conventional license sales.
Microsoft Office was primarily created to automate the manual office work with
a collection of purpose built applications.
Microsoft Word:
Microsoft Word (or simply Word) is a word processor developed
by Microsoft. It was first released on October 25, 1983 under the name Multi-
Tool Word for Xenix systems. Subsequent versions were later written for
several other platforms including IBM PCs running DOS (1983), Apple
Macintosh running the Classic Mac OS(1985), AT&T Unix PC (1985), Atari
ST (1988), OS/2 (1989), Microsoft Windows (1989), SCO Unix (1994),
and macOS (formerly OS X; 2001).
Although the .doc extension has been used in many different versions of Word,
it actually encompasses four distinct file formats:
The newer .docx extension signifies the Office Open XML international
standard for Office documents and is used by Word 2007 and later for
Windows, Word 2008 and later for macOS, as well as by a growing number of
applications from other vendors, including OpenOffice.org Writer, an open
source word processing program.
Microsoft Word offers several features to ease document creation and editing,
including:
Word 6 for Windows NT was the first 32-bit version of the product, released
with Microsoft Office for Windows NT around the same time as Windows 95. It
was a straightforward port of Word 6.0. Starting with Word 95, releases of
Word were named after the year of its release, instead of its version number.
Word 2010 allows more customization of the Ribbon, adds a backstage view for
file management, has improved document navigation, allows creation and
embedding of screenshots, and integrates with Word Web App.
Opening a Word Document file in a version of Word other than the one with
which it was created can cause incorrect display of the document. The
document formats of the various versions change in subtle and not so subtle
ways (such as changing the font, or the handling of more complex tasks like
footnotes). Formatting created in newer versions does not always survive when
viewed in older versions of the program, nearly always because that capability
does not exist in the previous version. Rich Text Format (RTF), an early effort
to create a format for interchanging formatted text between applications, is an
optional format for Word that retains most formatting and all content of the
original document.
What is Microsoft Word used for:
MS Word is a popular word-processing program used primarily for creating documents such
as letters, brochures, learning activities, tests, quizzes and students' homework assignments.
There are many simple but useful features available in Microsoft Word to make it easier for
study and work. That's why so many people would prefer to convert the read-only PDF to
editable Word and edit PDF in Word.
You can access this command using this way: go to the Review tab, click Spelling &
Grammar in the Proofing group.
You can add Page Number, Header and Footer by these steps: go to Insert tab, find Header &
Footer group on the top, click Header, Footer or Page Number to type information and
settings.
Basic operation:
Microsoft Excel has the basic features of all spreadsheets,[7] using a grid of
cells arranged in numbered rows and letter-named columns to organize data
manipulations like arithmetic operations. It has a battery of supplied functions
to answer statistical, engineering and financial needs. In addition, it can display
data as line graphs, histograms and charts, and with a very limited three-
dimensional graphical display. It allows sectioning of data to view its
dependencies on various factors for different perspectives (using pivot tables
and the scenario manager).[8] It has a programming aspect, Visual Basic for
Applications, allowing the user to employ a wide variety of numerical methods,
for example, for solving differential equations of mathematical physics,[9][10]
and then reporting the results back to the spreadsheet. It also has a variety of
interactive features allowing user interfaces that can completely hide the
spreadsheet from the user, so the spreadsheet presents itself as a so-called
application, or decision support system (DSS), via a custom-designed user
interface, for example, a stock analyzer,[11] or in general, as a design tool that
asks the user questions and provides answers and reports.[12][13][14] In a more
elaborate realization, an Excel application can automatically poll external
databases and measuring instruments using an update schedule,[15] analyze the
results, make a Word report or PowerPoint slide show, and e-mail these
presentations on a regular basis to a list of participants. Excel was not designed
to be used as a database.
Macro programming:
VBA programming:
VBA was removed from Mac Excel 2008, as the developers did not believe that
a timely release would allow porting the VBA engine natively to Mac OS X.
VBA was restored in the next version, Mac Excel 2011,[21] although the build
lacks support for ActiveX objects, impacting some high level developer
tools.[22]
A common and easy way to generate VBA code is by using the Macro
Recorder.[23] The Macro Recorder records actions of the user and generates
VBA code in the form of a macro. These actions can then be repeated
automatically by running the macro. The macros can also be linked to different
trigger types like keyboard shortcuts,[24] a command button or a graphic. The
actions in the macro can be executed from these trigger types or from the
generic toolbar options. The VBA code of the macro can also be edited in the
VBE. Certain features such as loop functions and screen prompt by their own
properties, and some graphical display items, cannot be recorded but must be
entered into the VBA module directly by the programmer. Advanced users can
employ user prompts to create an interactive program, or react to events such as
sheets being loaded or changed.
Macro Recorded code may not be compatible with Excel versions. Some code
that is used in Excel 2010 cannot be used in Excel 2003. Making a Macro that
changes the cell colours and making changes to other aspects of cells may not
be backward compatible.
VBA code interacts with the spreadsheet through the Excel Object Model,[25] a
vocabulary identifying spreadsheet objects, and a set of supplied functions or
methods that enable reading and writing to the spreadsheet and interaction with
its users (for example, through custom toolbars or command bars and message
boxes). User-created VBA subroutines execute these actions and operate like
macros generated using the macro recorder, but are more flexible and efficient.
Charts:
Excel supports charts, graphs, or histograms generated from specified groups of
cells. The generated graphic component can either be embedded within the
current sheet, or added as a separate object.
These displays are dynamically updated if the content of cells change. For
example, suppose that the important design requirements are displayed visually;
then, in response to a user's change in trial values for parameters, the curves
describing the design change shape, and their points of intersection shift,
assisting the selection of the best design.
Add-ins:
Additional features are available using add-ins. Several are provided with Excel,
including:
Analysis ToolPak: Provides data analysis tools for statistical and engineering
analysis (includes analysis of variance and regression analysis)
File formats:
Microsoft Excel up until 2007 version used a proprietary binary file format
called Excel Binary File Format (.XLS) as its primary format. Excel 2007 uses
Office Open XML as its primary file format, an XML-based format that
followed after a previous XML-based format called "XML Spreadsheet"
("XMLSS"), first introduced in Excel 2002.
Microsoft Excel 2007, along with the other products in the Microsoft Office
2007 suite, introduced new file formats. The first of these (.xlsx) is defined in
the Office Open XML (OOXML) specification.
Excel
Macro-
.xlsm As Excel Workbook, but with macro support.
enabled
Workbook
Excel
A template document that forms a basis for actual
Macro-
.xltm workbooks, with macro support. The replacement
enabled
for the old .xlt format.
Template
Add-in
.xla Adds custom functionality; written in VBA
(VBA)
PowerPoint's market share was very small at first, prior to introducing a version
for Microsoft Windows, but grew rapidly with the growth of Windows and of
Office. Since the late 1990s, PowerPoint's worldwide market share of
presentation software has been estimated at 95 percent.
The first PowerPoint version (Macintosh 1987) was used to produce overhead
transparencies, the second (Macintosh 1988, Windows 1990) could also
produce color 35mm slides. The third version (Windows and Macintosh 1992)
introduced video output of virtual slideshows to digital projectors, which would
over time completely replace physical transparencies and slides. A dozen major
versions since then have added many additional features and modes of operation
and have made PowerPoint available beyond Apple Macintosh and Microsoft
Windows, adding versions for iOS, Android, and web access.
PowerPoint was created by Robert Gaskins and Dennis Austin at a software
startup in Silicon Valley named Forethought, Inc.
Operation:
The earliest version of PowerPoint (1987 for Macintosh) could be used to print
black and white pages to be photocopied onto sheets of transparent film for
projection from overhead projectors, and to print speaker's notes and audience
handouts; the next version (1988 for Macintosh, 1990 for Windows) was
extended to also produce color 35mm slides by communicating a file over a
modem to a Genigraphics imaging center with slides returned by overnight
delivery for projection from slide projectors. PowerPoint was used for planning
and preparing a presentation, but not for delivering it (apart from previewing it
on a computer screen, or distributing printed paper copies). The operation of
PowerPoint changed substantially in its third version (1992 for Windows and
Macintosh), when PowerPoint was extended to also deliver a presentation by
producing direct video output to digital projectors or large monitors. In 1992
video projection of presentations was rare and expensive, and practically
unknown from a laptop computer. Robert Gaskins, one of the creators of
PowerPoint, says he publicly demonstrated that use for the first time at a large
Microsoft meeting held in Paris on February 25, 1992, by using an unreleased
development build of PowerPoint 3.0 running on an early pre-production
sample of a powerful new color laptop and feeding a professional auditorium
video projector.
PowerPoint Viewer:
PowerPoint Viewer is the name for a series of small free application programs
to be used on computers without PowerPoint installed, to view, project, or print
(but not create or edit) presentations.
The first version was introduced with PowerPoint 3.0 in 1992, to enable
electronic presentations to be projected using conference-room computers and
to be freely distributed; on Windows, it took advantage of the new feature of
embedding TrueType fonts within PowerPoint presentation files to make such
distribution easier. The same kind of viewer app was shipped with PowerPoint
3.0 for Macintosh, also in 1992.
As of May 2018, the last versions of PowerPoint Viewer for all platforms have
been retired by Microsoft; they are no longer available for download and no
longer receive security updates. The final PowerPoint Viewer for Windows
(2010) and the final PowerPoint Viewer for Classic Mac OS (1998) are
available only from archives. The recommended replacements for PowerPoint
Viewer: "On Windows 10 PCs, download the free PowerPoint Mobile
application from the Windows Store," and "On Windows 7 or Windows 8/8.1
PCs, upload the file to One-Drive and view it for free using PowerPoint
Online."
CAI uses a combination of text, graphics, sound and video in enhancing the
learning process. The computer has many purposes in the classroom, and it can
be utilized to help a student in all areas of the curriculum.
CAI refers to the use of the computer as a tool to facilitate and improve
instruction. CAI programs use tutorials, drill and practice, simulation, and
problem solving approaches to present topics, and they test the student's
understanding.
Typical CAI provides:
1. Text or multimedia content
2. Multiple-choice questions
3. Problems
4. Immediate feedback
3. Games: Game software often creates a contest to achieve the highest score
and either beat others or beat the computer.
• Great motivator
• Individual attention
• Self- directed learning – students can decide when, where, and what to learn.
Limitations of CAI:
• Over use of multimedia may divert the attention from the content.
• Lack of infrastructure.
Computer Based Test
Computer-based exams/ tests are the exams conducted through the computer
instead of paper and pencil format. Computer-based tests are widely used in
different areas like colleges, schools, Competitive exams, employee training
programs, and many other platforms.
A computer adaptive test is one in which the computer selects the range of
questions based on your performance level. These questions are taken from a
very large pool of possible question categorised by content and difficulty.
When you take a paper-based test, you will find that you are asked to answer
questions ranging from easy to hard. In computer-based adaptive test, each test-
taker receives questions that are at the right level of difficulty for his or her
ability. These tests begin with a question that is of medium level of difficulty
for most test takers.
After each question is answered, the computer uses the answer and all previous
answer to determine which question will be answered next. The next question is
one that best follows the previous performance. This means that different test
takers even in the same room on the same day will receive different questions.
1. Multiple-Test Administrations
3. Immediate Grading
5. Feedback
Voice feedback tools, like Kaizena, allows instructors to provide voice feedback
which makes feedback both easier for the teacher and more personalized for the
learner.
Tests measure individual growth over time, so programs are able to benchmark
where learners should be at the end of the year based on tests from the
beginning of the year. All of these data can be analyzed using statistical
software packages so online programs can track learner growth over time.
Games and branching scenarios can help instructors “uncover” student thinking
and measure more higher-order thinking skills. By having learners play content-
focused digital learning games and using “think aloud” protocols to explain
their game-based decisions and rationale for such decisions, online program
designers can design future learning experiences and assessments based that
target specific learner competencies.
9. Engaging
The use of quiz-based video programs (like Edupuzzle), videos and video-
notation tools and branching scenarios can make assessments more engaging
than standard multiple-choice or essay tests. Branching scenarios, in particular,
add a game-like feel to assessment, making assessment engaging and interactive
and help learners learn from mistakes. Virtual reality can “immerse” students in
an environment that seems real and both assesses and guides students through
decisions and their consequences.
Back-end data from LMSs, such as the number of log-ins, time on task, and
number of discussion posts, can be linked to hard assessment data such as
examinations or performance-based data to provide a fuller assessment of a
learner’s effort and progress in an online course. Additionally, “student-facing”
analytics can help learners track progress and performance more easily and get
notifications about assignment due dates and “early warnings” if they are in
danger of failing. Diagnostics can enable students to focus on areas of weakness
before a final assessment. Instructors can also use analytics to assess the quality
and usefulness of course resources, the percentage of assessment items students
answer correctly, and track student participation, thus prompting the instructor
to intervene.
There are many prefixes which are commonly used with the word media such as
Multimedia, Electronic media, Interactive media etc. But the most common
word which is used in education is multimedia. Multimedia is a combination of
text, audio, video, graphics, and animations into a single medium.
“In the late year 1970 people started using the term multimedia to
describe presentation which were timed with an audio track , the multimedia
than attained its current meaning by the year 1990”
“In 1990 the computer were being marketed by having CDR to deliver
video pictures and audio data so these computers were called as multimedia
computers. At the time the term multimedia was being commonly used as
combined media like audio text video which was delivered electronically.’’
Major Characteristics of Multimedia
Besides seeing and hearing, with the help of hepatic technology virtual
objects can be felt. Emerging technology which involves deception of
taste and smell can also improve the multimedia experience.”
Now a day, Multimedia are extensively used for education and training
in schools, businesses, and the homes. Multimedia education allows you to
enhance your abilities at a faster rate and helps the students to be more
confident. The presentations can be presented with a more interactive way by
adding sounds, images, movies, animations, different text fonts, etc. It helps the
presenter to connect themselves with the listener with more interactive ways.
The use of multimedia has offered a wide variety of ways for delivering
the information. It makes the study more interactive by the addition of images,
sound, animations etc. Interactive multimedia learning is a process that
provides the new learning era for the user to implement their potential .
Smart Teacher
Smart Student
Multimedia
Technology
Smart Education
Smart Country
Through the research it's verified that the method of remembering the
items within the human brain is quicker once individuals receive several
emphasizes in numerous forms for a brief amount. The ideas of interactivity in
transmission facilitate the human brain to enhance the method of learning.
Additionally, totally different approaches of multimedia create lessons terribly
amusing besides giving info more effectively and quicker.
Few things should be kept in mind while using the multimedia materials.
There are number of applications that help the user to represent the
information with more visual effects, it helps the learner to understand the
concept in a more elaborative manner.
Multimedia Hardware:
Hardware in multimedia refers to the physical requirement of the
computer. It is a most important component of the multimedia to work with the
different projects. To deal with this you must have a computer with very basic
needs i.e. hardware parts.
Types of Multimedia:
1. Text Materials
Text takes us back to how the internet started, as a means of sending written
messages back and forth between researchers. Actually, it takes us back quite a
bit further, as pretty much every office memo ever written has mostly consisted
of text with perhaps a smidgen of other media types thrown in. Text is still a
primary way to transmit information, although nowadays, it is also used to
augment other forms of communication, such as a text description of a
photograph.
2. Photographs and Other Still Images
Illustrations are perhaps the oldest form of media, harking back at least as far as
the prehistoric paintings on cave walls found in various locations around the
world. Gutenberg's printing press in the 1400's enabled mass distribution of
multimedia works containing both text and images. The growth of electronic
communications has meant that older text-only forms of communication could
be enhanced with photographs and images as well. Small images such as
thumbnails or icons are often used as a visual "entry point" to larger images or
more detailed information.
3. Audio Devices:
Your website or presentation can add sound, from a musical background to a
spoken explanation, by including audio files. Even digital cameras, a
quintessentially image-based technology, have been engineered these days to
record sound as well. Many sound files are compressed, which reduces the file
size without greatly sacrificing sound quality. Compressed files require less
storage space and stream faster when sent over the internet or transmitted to
local systems.
4. Video Presentations:
Video presents moving pictures and typically combines images and sound for a
compelling multimedia experience. Of course, videos can include text as well,
which often appears as captioning for spoken words or as text in an image, as in
the case of a slide presentation. Video files are some of the most memory-
intensive multimedia applications, but clever streaming methods makes their
use practical in everyday use.
5. GIFs and Other Forms of Animation
Animated files occupy a middle ground between still images and video. GIFs,
which is an abbreviation for graphic image files, in particular, are small files
that present a single image or rapidly display a sequence of a few images to give
the appearance of motion.
Advantage of Multi-Media Approach in Education:
There are many advantages in applying multimedia elements in education. One
of it is that multimedia enable students to represent information using several
different media. This prove to be helpful when students need to do their project.
By using multimedia elements, they can present their project in a much more
creative ways. Moreover, multimedia approach also provide flexibility of where
and when can they learn. This is because by using multimedia approach such as
audio and video, student can record or make connection with one another for
discussion or listening to the previous topic that they have recorded. Multimedia
approach also helps the students to develop a higher order thinking skills. By
using the multimedia elements, students use their own idea and creativity to
combine the elements of multimedia to produce something fresh and new.
Furthermore, multimedia approach are also much more engaging compare to the
traditional one. With multimedia, interactive learning can be done with live-
action video, feedback, questions and answers to keep the students interested
and help enhancing their skills. Next, with multimedia simulation technique can
be effectively applied. By using simulation, student can grasp a better
understanding about the step and producer to make or do a certain project. This
can improve their understanding and also help improving their skills.
Interactive Whiteboard
An interactive whiteboard, also known as a smart-board, is an interactive
display in the format of a whiteboard that reacts to user input either directly or
through other devices.
For a while, standard whiteboards have been used commonly as a way people
can share messages, present information, and engage in
collaborative brainstorming and idea development. With the same cooperative
goals in mind, interactive whiteboards have the ability to connect to the Internet
and instantly digitize tasks and operations.
Running software that is loaded onto the connected PC, such as a web
browsers or other software used in the classroom.
Capturing and saving notes written on a whiteboard to the connected PC
Capturing notes written on a graphics tablet connected to the whiteboard
Controlling the PC from the white board using click and drag, markup which
annotates a program or presentation
Using OCR software to translate cursive writing on a graphics tablet
into text
Using an Audience Response System so that presenters can poll a classroom
audience or conduct quizzes, capturing feedback onto the whiteboard.
Videos are maybe the best medium that you can use in order to speak with the
new generation. Kids do have a very good time watching videos online and
videos are maybe the perfect medium that you can use for showcasing new
knowledge. They also boost communication and entice you to learn new stuff.
Videos offer a stellar model for learner output which means that learners can
create their own version of the original. The immersion factor is great plus
students have the ability to create their own version in the classroom.
3. Stimulate activities
Thanks to videos you can deliver stimulus for the classroom activities. This will
help you manipulate the need that students have for learning new stuff and it
will indeed provide you with an extraordinary value for the entire learning
experience.
There's no denying that videos are always filled with information. Not only that,
but they do provide the information in an easy to consume, fun manner that you
will appreciate and enjoy. That alone helps the learning experience quite a bit.
5. Engage learners
Videos are known to engage and immerse learners. If you do want to have an
immersive and engaging learning experience you do need video and you should
consider using it in the classroom as fast as possible.
With help from videos you can integrate the outside world into the classroom.
That alone makes it very easy for you to create authentic, unique and fun
lessons that will immerse your students even more than you would expect.
Videos help create an experience and while words can help with that as well,
videos don't have to rely on imagination. They are a lot more immersive and
fun, not to mention the end result is a lot more appealing. In the end, that's what
makes everything more worth it and you should consider giving it a shot!
Videos are flexible and they do offer a very flexible medium. It really is a great
place to work within and it will provide you with an immense value in the long
run if you choose to use them as a learning tool.
9. Easier to understand
Research has shown that using videos for learning makes it a lot easier for
students to understand various topics and ideas. It's one of the best learning
tools that you can use for sure.
Static information is great but the reality is that with help from video support
tools you are free to bring that information to life. It's fun, easy and your
students will definitely appreciate the great experience and value they can
acquire from this.
Conclusion:
If you truly want to obtain a better, more immersive and meaningful learning
experience for your students, then you should definitely consider using videos
in the classroom. It's very easy to do that and you can rest assured that results
will pay off immensely in the long run.
UNIT 2: Internet,
Websites
&
Mobile Applications
INTERNET
The Internet (portmanteau of interconnected network) is the global system of
interconnected computer networks that use the Internet protocol suite (TCP/IP)
to link devices worldwide. It is a network of networks that consists of private,
public, academic, business, and government networks of local to global scope,
linked by a broad array of electronic, wireless, and optical networking
technologies. The Internet carries a vast range of information resources and
services, such as the inter-linked hypertext documents and applications of
the World Wide Web (WWW), electronic mail, telephony, and file sharing.
The origins of the Internet date back to research commissioned by the federal
government of the United States in the 1960s to build robust, fault-tolerant
communication with computer networks.[1] The primary precursor network,
the ARPANET, initially served as a backbone for interconnection of regional
academic and military networks in the 1980s. The funding of the National
Science Foundation Network as a new backbone in the 1980s, as well as private
funding for other commercial extensions, led to worldwide participation in the
development of new networking technologies, and the merger of many
networks.[2] The linking of commercial networks and enterprises by the early
1990s marked the beginning of the transition to the modern Internet, [3] and
generated a sustained exponential growth as generations of
institutional, personal, and mobile computers were connected to the network.
Although the Internet was widely used by academia since the
1980s, commercialization incorporated its services and technologies into
virtually every aspect of modern life.
E-mail:
Electronic mail (e-mail) is the most popular reason people use the
Internet.
To create, send, and receive e-mail messages you need an e-mail program
and an account on an Internet mail server with a domain name.
To use an e-mail a user must have an e-mail address, which you create by
adding your user name to e-mail server’s domain name, as
[email protected]
News:
One internet based service called news, includes tens of thousands of
newsgroups.
Each newsgroup host discussion on a specific topic. A newsgroup is
specific to its special topic such as alt.food.cake.
To participate in a newsgroup, you need a news reader program that let
you read the articles that have been posted on a news server. You can
post article for others to read and respond to.
Telnet:
Telnet is a specialized service that let you use one computer to access the
contents of another computer in telnet host.
A telnet program creates a “Window” into the host so you can access
files, issue commands, and exchange data.
Telnet is widely used by libraries to allow visitors to look up information,
find articles and so on.
E-mail (Electronic-mail):
Electronic mail (email or e-mail) is a method of exchanging messages ("mail")
between people using electronic devices. Invented by Ray Tomlinson, email
first entered limited use in the 1960s and by the mid-1970s had taken the form
now recognized as email. Email operates across computer networks, which
today is primarily the Internet. Some early email systems required the author
and the recipient to both be online at the same time, in common with instant
messaging. Today's email systems are based on a store-and-forward model.
Email servers accept, forward, deliver, and store messages. Neither the users
nor their computers are required to be online simultaneously; they need to
connect only briefly, typically to a mail server or a webmail interface for as
long as it takes to send or receive messages.
The history of modern Internet email services reaches back to the
early ARPANET, with standards for encoding email messages published as
early as 1973. An email message sent in the early 1970s looks very similar to a
basic email sent today. Email had an important role in creating the Internet, and
the conversion from ARPANET to the Internet in the early 1980s produced the
core of the current services.
Origin:
Computer-based mail and messaging became possible with the advent of time-
sharing computers in the early 1960s, and informal methods of using shared
files to pass messages were soon expanded into the first mail systems. Most
developers of early mainframes and minicomputers developed similar, but
generally incompatible, mail applications. Over time, a complex web of
gateways and routing systems linked many of them. Many US universities were
part of the ARPANET (created in the late 1960s), which aimed at software
portability between its systems. That portability helped make the Simple Mail
Transfer Protocol (SMTP) increasingly influential.
For a time in the late 1980s and early 1990s, it seemed likely that either a
proprietary commercial system or the X.400 email system, part of
the Government Open Systems Interconnection Profile (GOSIP), would
predominate. However, once the final restrictions on carrying commercial
traffic over the Internet ended in 1995,[23][24]a combination of factors made the
current Internet suite of SMTP, POP3 and IMAP email protocols the standard.
Types:
Web-based email:
Many email providers have a web-based email client (e.g. AOL
Mail, Gmail, Outlook.com, Hotmail and Yahoo! Mail). This allows users
to log into the email account by using any compatible web browser to
send and receive their email. Mail is typically not downloaded to the
client, so can't be read without a current Internet connection.
POP3 email servers:
The Post Office Protocol 3 (POP3) is a mail access protocol used by a
client application to read messages from the mail server. Received
messages are often deleted from the server. POP supports simple
download-and-delete requirements for access to remote mailboxes
(termed mail-drop in the POP RFC's).
IMAP email servers:
The Internet Message Access Protocol (IMAP) provides features to
manage a mailbox from multiple devices. Small portable devices
like smartphones are increasingly used to check email while travelling,
and to make brief replies, larger devices with better keyboard access
being used to reply at greater length. IMAP shows the headers of
messages, the sender and the subject and the device needs to request to
download specific messages. Usually mail is left in folders in the mail
server.
MAPI email servers:
Messaging Application Programming Interface (MAPI) is used
by Microsoft Outlook to communicate to Microsoft Exchange Server -
and to a range of other email server products such as Axigen Mail
Server, Kerio Connect, Scalix, Zimbra, HP OpenMail, IBM Lotus
Notes, Zarafa, and Bynari where vendors have added MAPI support to
allow their products to be accessed directly via Outlook.
Uses:
Business and organizational use:
Facilitating logistics:
Much of the business world relies on communications between people who are
not physically in the same building, area, or even country; setting up and
attending an in-person meeting, telephone call, or conference call can be
inconvenient, time-consuming, and costly. Email provides a method of
exchanging information between two or more people with no set-up costs and
that is generally far less expensive than a physical meeting or phone call.
Reducing cost:
Sending an email is much less expensive than sending postal mail, or long
distance telephone calls, telex or telegrams.
Increasing speed:
Email marketing:
Email marketing via "opt-in" is often successfully used to send special sales
offerings and new product information.[60] Depending on the recipient's
culture,[61] email sent without permission—such as an "opt-in"—is likely to be
viewed as unwelcome "email spam".
Personal use:
Personal computer:
Many users access their personal email from friends and family members using
a personal computer in their house or apartment.
Mobile:
Email has become used on smartphones and on all types of computers. Mobile
"apps" for email increase accessibility to the medium for users who are out of
their home. While in the earliest years of email, users could only access email
on desktop computers, in the 2010s, it is possible for users to check their email
when they are away from home, whether they are across town or across the
world. Alerts can also be sent to the smartphone or other device to notify them
immediately of new messages. This has given email the ability to be used for
more frequent communication between users and allowed them to check their
email and write messages throughout the day. As of 2011, there were
approximately 1.4 billion email users worldwide and 50 billion non-spam
emails that were sent daily.
Individuals often check email on smartphones for both personal and work-
related messages. It was found that US adults check their email more than they
browse the web or check their Facebook accounts, making email the most
popular activity for users to do on their smartphones. 78% of the respondents in
the study revealed that they check their email on their phone. It was also found
that 30% of consumers use only their smartphone to check their email, and 91%
were likely to check their email at least once per day on their smartphone.
However, the percentage of consumers using email on smartphone ranges and
differs dramatically across different countries. For example, in comparison to
75% of those consumers in the US who used it, only 17% in India did.
As of 2010, the number of Americans visiting email web sites had fallen 6
percent after peaking in November 2009. For persons 12 to 17, the number was
down 18 percent. Young people preferred instant messaging, texting and social
media. Technology writer Matt Richtel said in The New York Times that email
was like the VCR, vinyl records and film cameras—no longer cool and
something older people do.
Write an e-mail :
If you decide you don't want to send an email, you have a short time after to
cancel it. Right after you send a message, you can retract it:
1. In the bottom left, you'll see "Message sent" and the option to "Undo" or
"View message".
2. Click Undo.
Chatting:
On the Internet, chatting is talking to other people who are using the Internet at
the same time you are. Usually, this "talking" is the exchange of typed-in
messages requiring one site as the repository for the messages (or "chat site")
and a group of users who take part from anywhere on the Internet. In some
cases, a private chat can be arranged between two parties who meet initially in a
group chat. Chats can be on-going or scheduled for a particular time and
duration. Most chats are focused on a particular topic of interest and some
involve guest experts or famous people who "talk" to anyone joining the chat.
(Transcripts of a chat can be archived for later reference.)
Several Web sites, notably Talk City, exist solely for the purpose of conducting
chats. Some chat sites such as Worlds Chat allow participants to assume the role
or appearance of an avatar in a simulated or virtual reality environment.
Talk City and many other chat sites use a protocol called Internet Relay Chat. A
chat can also be conducted using sound or sound and video, assuming you have
the bandwidth access and the appropriate programming.
Online chat:
Online chart may refer to any kind of communication over the Internet that
offers a real-time transmission of text messages from sender to receiver. Chat
messages are generally short in order to enable other participants to respond
quickly. Thereby, a feeling similar to a spoken conversation is created, which
distinguishes chatting from other text-based online communication forms such
as Internet forums and email. Online chat may address point-to-
point communications as well as multicast communications from one sender to
many receivers and voice and video chat, or may be a feature of a web
conferencing service.
Online chat in a less stringent definition may be primarily any direct text-based
or video-based (webcams), one-on-one chat or one-to-many group
chat (formally also known as synchronous conferencing), using tools such
as instant messengers, Internet Relay Chat (IRC), talkers and possibly MUDs.
The expression online chat comes from the word chat which means "informal
conversation". Online chat includes web-based applications that allow
communication – often directly addressed, but anonymous between users in a
multi-user environment. Web conferencing is a more specific online service that
is often sold as a service, hosted on a web server controlled by the vendor.
Browsing:
Browsing is a kind of orienting strategy. It is supposed to identify something
of relevance for the browsing organism. When used about human beings it is
a metaphor taken from the animal kingdom. It is used, for example, about
people browsing open shelves in libraries, window shopping, or browsing
databases or the Internet. In library and information science it is an important
subject, both purely theoretically and as applied science aiming at designing
interfaces which support browsing activities for the user.
"Browsing is a quick examination of the relevance of a number of objects
which may or may not lead to a closer examination or acquisition/selection
of (some of) these objects. It is a kind of orienting strategy that is formed by
our “theories,” expectations and subjectivity".
Browsing in the context of the internet typically means using a web browser.
This can be with a specific purpose, such as using email or updating one's status
on a social media site, or just using the web with no purpose in particular, as in,
"Oh, I'm just browsing."
One advantage of hypertext systems like the World Wide Web is that it lets
users find information without specifically looking at it, the way they might find
a new book to read by looking at a library's bookshelves. Browsing is typically
contrasted with more methodical search strategies, such as using advanced
options in a search engine.
In general, browse refers to reading and scanning through data. Browsing is
commonly used to describe when a user reads through pages on the Internet and
is also often referred to as surfing. For example, you are browsing the Internet
with an Internet browser now if you're reading this page on your computer. If
you have visited more than one page on Computer Hope, you are browsing
our website.
When describing files on a computer, browsing is the action of looking through
drives, shares, and folders on a computer for a file. For example, in a software
program when you want to open a file, you'll often have to browse your
computer to get to the location of where the file is stored before it can be
opened.
With a database, browse is a mode for viewing the fields and records in the
database.
Websites can be accessed via a public Internet Protocol (IP) network, such as
the Internet, or a private local area network (LAN), by a uniform resource
locator (URL) that identifies the site.
Websites can have many functions and can be used in various fashions; a
website can be a personal website, a corporate website for a company, a
government website, an organization website, etc. Websites are typically
dedicated to a particular topic or purpose, ranging from entertainment and social
networking to providing news and education. All publicly accessible websites
collectively constitute the World Wide Web, while private websites, such as a
company's website for its employees, and are typically part of an intranet.
Web pages, which are the building blocks of websites, are documents, typically
composed in plain text interspersed with formatting instructions of Hypertext
Mark-up Language (HTML, XHTML). They may incorporate elements from
other websites with suitable mark-up anchors. Web pages are accessed and
transported with the Hypertext Transfer Protocol (HTTP), which may optionally
employ encryption (HTTP Secure, HTTPS) to provide security and privacy for
the user. The user's application, often a web browser, renders the page content
according to its HTML mark-up instructions onto a display terminal.
Hyperlinking between web pages conveys to the reader the site structure and
guides the navigation of the site, which often starts with a home page containing
a directory of the site web content. Some websites require user registration or
subscription to access content. Examples of subscription websites include many
business sites, news websites, academic journal websites, gaming websites, file-
sharing websites, message boards, web-based email, social networking
websites, websites providing real-time stock market data, as well as sites
providing various other services. End users can access websites on a range of
devices, including desktop and laptop computers, tablet computers, smartphones
and smart TVs.
Types of Websites:
Websites can be divided into two broad categories—static and interactive.
Interactive sites are part of the Web 2.0 community of sites, and allow for
interactivity between the site owner and site visitors or users. Static sites serve
or capture information but do not allow engagement with the audience or users
directly. Some websites are informational or produced by enthusiasts or for
personal use or entertainment. Many websites do aim to make money, using one
or more business models, including:
1. Brochure
2. e-Commerce
3. Portal
4. Wiki
5. Social media
1. Brochure:
2. e-Commerce:
An ecommerce website is a website through which users are able to pay for a
product or service online. This will normally involve one company selling to
multiple users, but can also take the form of a multi-vendor ecommerce
website, commonly known as ‘marketplace’websites. Marketplace websites
allow multiple vendors to sell to customers through the same site. Well known
examples include eBay and Etsy.
3. Portal:
4. Wiki:
A wiki website is one which allows people to collaborate online and write
content together. The most popular example is Wikipedia itself, which allows
anyone to amend, add and assess the content of their articles.
5. Social Media:
Social media websites are platforms which allow the sharing of images or ideas.
They encourage online interaction and sharing. The most popular social media
website is Facebook, with a staggering 2.07 billion active users. Other social
media sites include YouTube, Twitter, Instagram and LinkedIn.
Ask a web designer about the different types of websites, and their answer will
probably be based on how dynamic the content of the page is, and the degree to
which it is optimised for all devices. In terms of how often the content of a
website needs to be updated, it will fall into one of two categories:
Static/ fixed
Dynamic
1. Static/ fixed:
Static, or ‘fixed’, websites are the most simplistic. Their content does not
change depending on the user, and is not regularly updated. Static websites are
built using simple HTML code, and typically provide information.
2. Dynamic:
A dynamic website or web page will display different content each time it is
visited. Examples include blogs and e-Commerce sites, or generally any site
that is updated regularly. Dynamic websites can also be set up to show different
content to different users, at different times of the day etc. Dynamic websites
make for a more personal and interactive experience for the user, although they
can be a little more complex to develop and may load slightly slower than static
ones.
E-resources
An electronic resource is defined as a resource which require computer access
or any electronic product that delivers a collection of data, be it text referring to
full text bases, electronic journals, image collections, other multimedia products
and numerical, graphical or time based, as a commercially available title that
has been published with an aim to being marketed. These may be delivered on
CD ROM, on tape, via internet and so on. Over the past few years, a numbers of
techniques and related standards have been developed which allow documents
to be created and distributed in electronic form. Hence to cope with the present
situation, librarians are shifting towards new media, namely electronic resources
for their collection developments that the documents of users are better fulfilled.
The e-resources on magnetic and optical media have a vast impact on the
collections of University libraries. These are more useful due to inherent
capabilities for manipulation and searching, providing information access is
cheaper to acquiring information resources, savings in storage and maintenance
etc. and sometimes the electronic form is the only alternative.
1 E-Book:
E-books is the many formats competing for prime time, including Adobe PDF,
Microsoft Reader, e-Reader, Mob e-pocket Reader, EPUB, Kindle and i-Pad.
3 E-Newspapers:
4 E-Magazines:
These are the reference sources which provide bibliographic information about
journal including abstracts of the articles.
7 Reference databases:
8 Statistical databases:
These databases contain the numerical data useful for the mass community.
9 Image collections:
11 E-Thesis:
These databases are contained with PhD thesis and Dissertation published
through e-format.
12 E-Clipping:
13 E-Patents:
E-patents are the exclusive right granted by the government to make use of an
invention for a specific period of time.
14 E-Standards:
Need of E-Resources:
E-Resources enable the librarian to provide better service to the user
community. The few considerable points are mentioned bellow;
2. Research:
Learn everything about your documentary subject. Sometimes the
story lines are obvious sometimes not. Do a lot of digging and
follow leads. This is where you put on your reporter hat. Gather
facts and search for leads on interesting characters and story lines.
The gems of your story are sometimes buried deep out of sight.
3. Make a plan:
Create an outline. Think about HOW you are going to tell your
story. What’s the structure? The Style? Is there existing photos or
footage that helps you tell your story or will everything need to be
shot brand new. Who is your primary character(s)? What are your
core story points? What are your elements of story that are
compelling with intrigue? How can you create that intrigue for
your audience? Is the any existing situation you can film or do you
need to create the moment?
For detailed planning:
Documentary Budget Template
Documentary Proposal Template
Find Money for Your Documentary
6. Write a script:
Once all the footage is shot and you have gathered various
production elements, time to start organising it into a script.
Pinpoint the most compelling elements of your story and start
crafting “mini-scenes” around those events. Remember, a script is
not necessarily what’s spoken or a voice-over. A script describes
what the audience is seeing and hearing.
7. Begin editing:
It’s like putting a big puzzle together! First you’ll need to choose
your video editing computer and video editing software. Once you
are all set with equipment you’ll start putting down your clips of
footage one right after the other in a sequence. The art with editing
is to create a “roller coaster” ride of emotions, some parts fast;
some parts slow to create a dynamic viewing experience.
9. Distribute:
Of course, now that you’ve done all the work making your
documentary, you want people to see it. Never before there have
been so many options for filmmakers to show their work. From
theatre to televisions to DVD to the web, a new world of
distributions is being invented right in front of our eyes. Making
documentaries and showcasing your work is easier than ever.
Mobile Learning
M-learning or mobile learning is "learning across multiple contexts, through
social and content interactions, using personal electronic devices". A form of
distance education, m-learners use mobile device educational technology at
their time convenience.
This is the most common way of using mobile learning. You can offer texts,
videos or audios. Participants can be given assignments after watching a video
that their instructor has put online. This method of mobile learning is relatively
less interactive. It’s more about individual consumption. There is no interaction
between the trainer and the learners, which makes it an asynchronous way of
learning.
Instructors can also use mobile devices to increase interaction. For example,
you can ask questions during your training by using online discussion forums or
asking your learners to complete a survey after taking training.
Instructors ask questions and the learners answer them using their mobile
devices or communicate between themselves in a group discussion forum. It's
possible to get immediate feedback. This is especially effective when training
large groups.
Synchronous learning:
Would you like to have immediate feedback from your teacher or fellow
students? This is possible with synchronous learning. You are able to get direct
feedback even when you are at home. In addition, teachers can interact with
their students during lectures.
Advantages of mobile learning:
Learning can be assessed anywhere and at any time.
Mobile learning caters to shift towards micro-teaching.
Information is more readily available when needed for on the job training.
Learners can collaborate through online forums and chats.
Mobile can incorporate all learning styles.
Appeals to minimal learner.
Social media originated as a way to interact with friends and family but was
later adopted by businesses which wanted to take advantage of a popular new
communication method to reach out to customers. The power of social media is
the ability to connect and share information with anyone on Earth, or with many
people simultaneously.
Social media may take the form of a variety of tech-enabled activities. These
activities include photo sharing, blogging, social gaming, social networks, video
sharing, business networks, virtual worlds, reviews and much more. Even
governments and politicians utilize social media to engage with constituents and
voters.
For individuals, social media is used to keep in touch with friends and extended
family. Some people will use various social media applications to network
career opportunities, find people across the globe with like interests, and share
their thought, feelings, insight, and emotions. Those who engage in these
activities are part of a virtual social network.
Globally, there are more than 3 billion social media users. Social media is an
ever-changing and ever-evolving web-based platform.
According to the Pew Research Center, social media users tend to be younger.
Nearly 90 percent of people between the ages of 18 and 29 used at least one
form of social media. Further, these users tend to be better educated and
relatively wealthy, or earning over $75,000 per year.
G Number of Users
# Network Name
(in millions)
1 Facebook 2,375
2 YouTube 2,000
3 WhatsApp 1,600
5 WeChat 1,112
6 Instagram 1,000
7 QQ 823
8 QZone 572
11 Twitter 330
12 Reddit 330
14 LinkedIn 310
15 Snapchat 294
16 Pinterest 265
17 Viber 260
18 Discord 250
Advantages & Disadvantages of Social Media:
Social media has grown tremendously in the last few years. From 2006 onwards
the growth rate is unexpectedly very high. Especially Facebook and Twitter
have grown much faster and captured millions of users in just a few years. The
way technology is growing, it is obvious that more and more people are going
to grasp its benefits. It has brought a lot of advantages for the society. From
progressed nations to under-developed countries, every nation is utilizing the
power of social media to enhance life and use it for the bitterness of the people.
However, on the other hand it has also affected the society in the negative way.
Just like anything which can be used for both good and bad, social media have
also provided the negative and positive ways for the people. It is all about the
usage and getting things done positively by using the power of social media. It
is in the hands of the user to use to its advantage. But willingly or unwillingly it
can still have negative impacts on the users. Today in this article I am going to
discuss both the advantages and disadvantages of the social media for the
society.
2:- Education – Social media has a lot of benefits for the students and teachers.
It is very easy to educate from others who are experts and professionals via the
social media. You can follow anyone to learn from him/her and enhance your
knowledge about any field. Regardless of your location and education
background you can educate yourself, without paying for it.
3:- Help – You can share your issues with the community to get help and
giddiness. Whether it is helping in term of money or in term of advice, you can
get it from the community you are connected with.
4:- Information and Updates – The main advantage of the social media is that
you update yourself from the latest happenings around in the world. Most of the
time, Television and print media these days are biased and does not convey the
true message. With the help of social media you can get the facts and true
information by doing some research.
5:- Promotion – Whether you have an offline business or online, you can
promote your business to the largest audience. The whole world is open for you,
and can promote to them. This makes the businesses profitable and less
expensive, because most of the expenses made over a business are for
advertising and promotion. This can be decreased by constantly and regularly
involving on the social media to connect with the right audience.
6:- Noble Cause – Social media can also be used for the noble causes. For
example, to promote an NGO, social welfare activities and donations for the
needy people. People are using social media for donation for needy people and
it can be a quick way to help such people.
7:- Awareness – Social media also create awareness and innovate the way
people live. It is the social medium which has helped people discover new and
innovative stuffs that can enhance personal lives. From farmers to teachers,
students to lawyers every individual of the society can benefit from the social
media and its awareness factor.
8:- Helps Govt and Agencies Fight Crime- It is also one of the advantages of
the social media that it helps Governments and Security Agencies to spy and
catch criminals to fight crime.
9:- Improves Business Reputation – Just like it can ruin any business
reputation, It can also improve business sales and reputation. Positive comments
and sharing about a company can help them with sales and goodwill. Since
people are free to share whatever they want on the social media, it can impact
positively when good words are shared.
10:- Helps in Building Communities – Since our world has different religions
and beliefs. Social media helps in building and participating in the community
of own religion and believes to discuss and learn about it. Similarly, people of
different communities can connect to discuss and share related stuffs. For
example Game lover can join games related communities; car lover can join
communities related to cars and so on.
Disadvantages of Social Media for the Society:
1:- Cyber-bullying – According to a report published by PewCenter.org most
of the children have become victims of the cyber bulling over the past. Since
anyone can create a fake account and do anything without being traced, it has
become quite easy for anyone to bully on the Internet. Threats, intimidation
messages and rumours can be sent to the masses to create discomfort and chaos
in the society.
2: – Hacking – Personal data and privacy can easily be hacked and shared on
the Internet. Which can make financial losses and loss to personal life.
Similarly, identity theft is another issue that can give financial losses to anyone
by hacking their personal accounts. Several personal twitter and Facebook
accounts have been hacked in the past and the hacker had posted materials that
have affected the individual’s personal lives. This is one of the dangerous
disadvantages of the social media and every user is advised to keep their
personal data and accounts safe to avoid such accidents.
3:- Addiction – The addictive part of the social media is very bad and can
disturb personal lives as well. The teenagers are the most affected by the
addiction of the social media. They get involved very extensively and are
eventually cut off from the society. It can also waste individual time that could
have been utilized by productive tasks and activities.
4:- Fraud and Scams – Several examples are available where individuals have
scammed and commit fraud through the social media. For example, this list
contains the 5 social media scams that are done all the time.
5:- Security Issues – Now a day’s security agencies have access to people
personal accounts. This makes the privacy almost compromised. You never
know when you are visited by any investigation officer regarding any issue that
you mistakenly or unknowingly discussed over the internet.
6:- Reputation – Social media can easily ruin someone’s reputation just by
creating a false story and spreading across the social media. Similarly
businesses can also suffer losses due to bad reputation being conveyed over the
social media.
7:- Cheating and Relationship Issues – Most of the people have used the
social media platform to propose and marry each other. However, after some
time they turn to be wrong in their decision and part ways. Similarly, couples
have cheated each other by showing the fake feelings and incorrect information.
8:- Health Issues – The excess usage of social media can also have a negative
impact on the health. Since exercise is the key to lose weight, most of the
people get lazy because of the excessive use of social networking sites. Which
in result brings disorder in the routine life. This research by discovery will
shock you by showing how bad your health can be affected by the use of the
social media.
9:- Social Media causes death – Not just by using it, but by following the
stunts and other crazy stuffs that are shared on the internet. For example bikers
doing the unnecessary stunts, people doing the jump over the trains and other
life threatening stuffs. For example in this video 14 year old from Mumbai was
doing stunts on a running train which caused his death. These types of stunts are
performed by the teenagers because of the successful stunts made and shared
over the social media.
10:- Glamorizes Drugs and Alcohol – One of the disadvantages of the social
media is that people start to follow others who are wealthy or drug addicted and
share their views and videos on the web. This eventually inspires others to
follow the same and get addicted to the drugs and alcohol.
CONCLUSION:
We may consider as proven today that the ICT influence the current
development of educational methods. Although the use of technology does not
necessarily have to lead towards positive changes in the educational results,
there is no doubt that there is a certain impact. This is the reason why this study
material mainly focuses on the form of this impact and the possible risks
accompanying it.
The results show that the constructive approach of ICT involvement is currently
dominating. But it would be a mistake to believe that the development of
educational technology is the only cause for using these methods. Actually, they
have been, in some ways, used since ancient times and later developed into, for
example so called alternative schools (which can function well even without
any technology). If the schools on higher level of technological equipment’s
tend more towards constructive methods, it may also be caused by the fact that
they have wider access to information. So they could easily find out about new
trends in the theory of education and other branches of science and try to
implement them more than others.
INTRODUCTION:
Globalization and technological change—processes that have accelerated in
tandem over the past fifteen years—have created a new global economy
“powered by technology, fuelled by information and driven by knowledge.”
The emergence of this new global economy has serious implications for the
nature and purpose of educational institutions. As the half-life of information
continues to shrink and access to information continues to grow exponentially,
schools cannot remain mere venues for the transmission of a prescribed set of
information from teacher to student over a fixed period of time. Rather, schools
must promote “learning to learn,”: i.e., the acquisition of knowledge and skills
that make possible continuous learning over the lifetime.
Concerns over educational relevance and quality coexist with the imperative of
expanding educational opportunities to those made most vulnerable by
globalization—developing countries in general; low-income groups, girls and
women, and low-skilled workers in particular. Global changes also put pressure
on all groups to constantly acquire and apply new skills. The International
Labour Organization defines the requirements for education and training in the
new global economy simply as “Basic Education for All”, “Core Work Skills
for All “and “Lifelong Learning for All”.
The need of quality learning materials has become more pressing as students
with weaker grades; poor language proficiency, lack of access to reference
materials and the internet seek tertiary education opportunities.
In this ICT application I prepared the theory for computer fundamentals and its
different functions. In this module the students get to know about the
fundamental of computer like meaning of computer, input and output devices,
software and its types etc. The students will get to know what the features of
computer are in different forms like MS Office, Internet, Websites etc. and
student can utilise this computer advanced technology in better way.
ACKNOWLEDGEMENT
For successful completion of this practical activity firstly I would like to thank
M.V.J College of Education for providing me an opportunity to pursue 2 year
B.Ed. programme in their college.
I sincerely thank my Asst. Prof. Mrs Umadevi Aradhyamath, who had guided
me in doing this practical.
Lastly, I would like to thank Mrs Uma Krishnan, Librarian, for providing me
various books as and when required for successful completion of this practical
activity.
UNIT 1: M.S Office
Package,
Multimedia,
&
Websites