Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Educational Technology
Process
AV
IT
Teaching g Methodologies
It is the use of computers in the design, development, delivery and evaluation of teaching and learning materials (instruction)
It means: computer-based computer based instruction (CBI) computer-assisted instruction (CAI) computer-assisted language learning (CALL)
WHAT IS LEARNING ?
Learning occurs when experience causes a relatively permanent change in an individuals knowledge or behaviour Woolfolk 1998, Woolfolk, 1998 p. p 204 (in Newby, Newby T.J., T J 2000)
To learn is to change (or have the capacity to change) ones level of ability or knowledge in a permanent way which is brought about by experience or interaction of a person with his/her environment
INSTRUCTIONAL METHODS
Cooperative learning Discovery Problem solving Instructional games Simulation Discussion Drill and practice Tutorial Demonstration Presentation
Dr. CK Tan, UMS 5
INSTRUCTIONAL TECHNIQUES
Focusing questions Highlighting Analogies Mnemonics g y Imagery Concept maps Embedded questions Feedback Case studies Role playing
Dr. CK Tan, UMS 6
LEARNING THEORIES A learning theory is an organised set of principles explaining how individuals learn; that is, how they acquire i new abilities bili i and/or d/ knowledge k l d (Newby, T.J., 2000) Learning Theory Behavioural Perspective Cognitivist Perspective Constructivist Perspective Main Principle reinforcement organised information learn from one another
No one learning theory is the BEST and integrating them with different learning situation may look the best.
Dr. CK Tan, UMS 7
PADAM TEKS
Dr. CK Tan, UMS 8
Instructional Media Real objects and models Text Video Audio Graphics G hi (visuals, ( i l slides, lid overhead transparencies) Multimedia
Key Attributes Actual item or 3-D representation Written words Moving pictures Sound Pi t Pictures, li line drawings, d i maps Combination of various media forms
WHAT IS MULTIMEDIA ?
A computer-based process that combines text, graphics, sound, animation and video to create an animation, application that can be used to inform, entertain, educate, or motivate. ti t James E Shuman (2000)
Dr. CK Tan, UMS 10
MULTIMEDIA RESEARCH A research by Computer Technology Research (CTR) in 1993 showed that an individual can understand and dl learn : 20 % of what they see 30% of what they hear 50% of what they see and hear 80 % of what they see, see hear and do Findings indicated that average learning time has been reduced d d significantly i ifi tl and d achievement hi t levels l l increased i d when multimedia is used for learning Prof. James Kulik, 1985, 1986, 1991, 1994
Dr. CK Tan, UMS 12
MULTIMEDIA RESEARCH
Sumber: Brent dan Felder (1997) dalam http://courses science fau edu/~rjordan/active learning htm http://courses.science.fau.edu/~rjordan/active_learning.htm
Dr. CK Tan, UMS 13
PADAM TEKS
Dr. CK Tan, UMS 15
ADVANTAGES OF MULTIMEDIA The advantages of multimedia are as follow : learning l i will ill be b more effective ff ti with ith the th integration i t ti of various multimedia elements will capture the interest and motivation of the learner learner can learn at his/her own free time/will/pace (self-paced, self-directed, self-access) no teaching manpower is needed (role as facilitator only). In addition, it saves cost and time. lots of learning materials and sources are incorporated in a multimedia presentation
Dr. CK Tan, UMS 16
MULTIMEDIA COMPONENTS
Audio
Cds
Graphics
Video A i Animation i
Dr. CK Tan, UMS 17
TEXT
Font Classification
SERIF
19
Font Classification
20
Font Classification
SQUARE-SERIF
21
Font Classification
SCRIPT
22
23
Clash scheme
Dr. CK Tan, UMS 24
GRAPHICS
25
Graphic p images g
A digital display is divided into discrete, individually addressable points called pixels Images are produced by assigning a color and intensity to each pixel
26
Vector Graphics
It is stored as a set of instruction which describe the dimension and shape of every component of the drawing To display a vector graphic, graphic each instruction is read and converted to the shapes and colors that comprise the image Created by DRAW programs (CorelDraw MacDraw (CorelDraw, MacDraw, etc.) etc )
Dr. CK Tan, UMS 27
Vector Graphics
Advantages: Object orientation: objects in a graphic g p can be manipulated p separately Good for line art and charts Disadvantages: i d The larger g the graphic, g p , the longer g it takes to render the image
Dr. CK Tan, UMS 28
Bit Maps
It is stored as a set of bits in computer memory that h define d fi the h y of each pixel p color and intensity in an image Created by digitizing images (photo, art work) or using PAINT programs (PC P Paintbrush, i b h PaintShop p Pro, etc.) ) Also called raster or pixel maps
Dr. CK Tan, UMS 29
Bit Maps
Advantages: Can C di display l faster f t than th vector t graphics Good for reproducing images with complex variations in color, shading and detail Disadvantages: Require more disk space Fixed Fi d resolution l ti can lead l d to t scalability problems
Dr. CK Tan, UMS 30
Image Depth
Image depth refers to the maximal p number of colors used in bitmap Each pixel can have 1 or more bits of color information attached to it
Bits Colors 1 4 8 24 2 16 256 16.7M Uses Text, line drawing Simple drawings, graphics Natural images Photographic g p realism
Dr. CK Tan, UMS 31
Images : Issues
High quality images Big file size High resolutions I Image requirement i will ill affect ff hardware and software selections i l di authoring including h i and d graphic hi software, video graphics adapter, disk space and data transfer rate
Dr. CK Tan, UMS 33
Techniques
Techniques for reducing image size: R Reduce d size i of f height h i h and/or d/ width id h of image Reduce the number of colors (ex: g depth) p ) image Image data compression
34
Image Compression
Data compression reduces file size by eliminating redundancy Compression involves two parts : compression and decompression called codecs Two types of data compression: Lossless output is exactly the same compression (used for programs and data) (done by PKZIP, stacker)
Dr. CK Tan, UMS 35
Image Compression
Second type of data compression: Lossy a set of data will undergo y after a loss of accuracy compression. Typically used on g or graphics, g p , animation, , image audio and video Eliminates info that is difficult for our eyes to detect (Ex: eye is less sensitive to change in color than it is to change in intensity
Dr. CK Tan, UMS 36
Some graphic image formats Bitmap (.bmp) Internal l format f used d by b Windows i d Graphics p Interchange g Format ( (.gif). g ) Used to transmit and exchange g between p platforms Joint images Photographic Expert Group ( jpg/ jpeg) (.jpg/.jpeg) Offers the greatest compression (10 1 without (10:1 ith t visible i ibl loss) l )
Dr. CK Tan, UMS 37
ANIMATION
38
The concept of animation is to : Bring to life Creating motion Breathe life into Inspirit inspire inspire
Dr. CK Tan, UMS 39
2-D animation software : Animator Pro Rio Animator Animator Toons T Powerpoint
40
3-D animation software : 3-D Studio Topas T Playmotion Flying y g fonts o s Lightwave 3D-FX
Dr. CK Tan, UMS 41
AUDIO
Convey meaning provide extra channel of info to audience Different learner, different learning strategies (live web lecture) Add sense of realism, sensation Directing attention to important events Facilitate communication
Dr. CK Tan, UMS 42
Voice Voice is analogue waves Voice is audio narration (whispers, cries, shouts, etc) Expressed in decibels (db)
dB 195 170 70 30 Watts 25 40m 25-40m 100,000 0 00001 0.00001 0.000000001
Dr. CK Tan, UMS
Terms related to audio Volume is peak of the wavelength Frequency F i is th the di distance t between the audio waves If 1000 waves are repeated in a second 1000 Hz or 1 KHz Sampling is the process of digitizing analogue signals
Dr. CK Tan, UMS 44
Terms related to audio There are 3 main sampling rate for audio 11, 22.05 and d 44.1 44 1 KH KHz Sample p size is either 8 or 16bit Channel is either stereo or mono
45
Comparison
Comment CD Quality Q lit Close to CD Voice quality Sampling Sample rate size 44 KH KHz 22 KHz 11 KHz 16 bit 16 bit 16 bit Bytes 10 MB 5 MB 2.5 MB
46
VIDEO
48
Analog video: continuous value sets that p uses microwaves to produce moving images like what is watch on TV it cannot be played y on a computer when h enlarged, l d it d does not t influence the video quality
Dr. CK Tan, UMS 49
Digital video: consists discrete values between 0 and 1 it is played on a computer and p pixel-based when enlarged, video quality drops
Dr. CK Tan, UMS 50
Importance of video in education : explains abstract concepts shows h motion/animation ti / i ti shows the real real situation p provides o des interactions e ac o s a and d responses (interactive videos) gives affective teaching
Dr. CK Tan, UMS 51
Some common video file formats : .avi .mpg .mov mov .gif g (a (animated a ed g gif) )
52
H HyperText T t Markup M k L Language (HTML) i is a tagged language used by web browsers to display web pages
All graphical objects/pictures, audio and video id files fil must t first fi t be b copied i d into i t the th same folder before they are hyperlinked
54
All files in the folder must be uploaded p to your registered web site
Files are transported to web site using File Transfer Protocol ( (FTP) )p programs g
55
WS FTP Pro
56
What Wh t the th experts t say about b t educational software The principle challenges in Interactive (IMM) ) are those of Multimedia ( pedagogy and design Hooper, 1988
57
An ideal multimedia team for Interactive Multimedia software production: instructional designer graphic designer animator audio-video experts p g programmer content experts
Dr. CK Tan, UMS 60
Diagnostic evaluation
61
62
63
Typical multimedia screen layout should have fixed locations for content area area, navigational buttons and possibly menu. We must plan the layout so that the content is p presented with g good balance. Divide the screen into regions (Do layout analysis).
64
Some important screen design principles: Font: must be readable easily; with proportional spacing between characters Choose suitable background colour to produce a good contrast of your text (foreground) Use drop shadows text for (foreground). photographic background Text and pictures must be arranged in such a way so that they look neat Always adopt a common look especially colour of text and buttons
Dr. CK Tan, UMS 65
Some important screen design principles: Use metaphors for popular interfaces like next, previous or home buttons Example :
Home
Previous
Next
66
Some important screen design principles: Interfaces must be user-friendly, functional and easy-to-remember and consistent in term of location Certain interfaces can provide feedback after being clicked so that user know the progress of certain action Example: Save button Location of navigational buttons are usually fixed at one location throughout the presentation
Dr. CK Tan, UMS 67
Types of Interactivity
Sims (1996) describes 10 types of i t interactivity ti it Object interactivity Objects are activated through mouse clicks or input devices Linear interactivity Forward and backward movements of electronic pages Hierarchical interactivity Freedom of movements to selected modules via a menu
Dr. CK Tan, UMS 68
70
72
Microcomputer Hardware
System y Unit I/O Devices Secondary Secondar Storage
73
The Motherboard
ISA
PCI
74
Memory y
RAM (Random Access Memory) holds programs and data temporary volatile l til memory ROM ( (Read Only y Memory) y) fixed start-up instructions CMOS (Complementary metal-oxide semiconductor) flexible start-up instructions
Dr. CK Tan, UMS 75
76
Memory Measure
Unit Kilobyte (KB) ( ) Megabyte (MB) Gigabyte (GB) Terabyte (TB) Capacity 1,024 bytes 1024 KB 1024 MB 1024 GB
77
Input Devices
Mouse Mo se Trackball Touch-surface Touch h screen Light g pen p Joystick
78
Output Devices
CRTs (Cathode-Ray Tubes) Flat Panel or LCD (Liquid Crystal Flat-Panel Display) - passive-matrix and activematrix (TFT)
79
Printers
P i t Printers
81
Hard Disks
Also known as fixed disk Metallic disks with multiple platters Fast information (speed ranges from 3600 7200 rpm) Read-write Read write heads Capacity: ranges from f 500 GB to t 1 TB
82
Human hair
disk head
disk surface
Optical p Disks
It uses a laser beam to read light reflection from flat areas (lands 1s) and bumpy areas (pits 0s). 0s) It is used for permanent storage 2 types:
Sca e s (use Scanners (useful u for o sca scanning gp printed ted graphics) Digital g cameras (for ( capturing p g images) g ) Digital video cameras (for capturing full motion digital video for video clips production) Webcams - videoconferencing/capture motion video/still images Graphics accelerator
85
Software
A program consists of the step step-by-step by step instructions that tell the computer how to do its work Convert data (unprocessed facts) into i f information i (processed ( df facts) t) Two major kinds System software Application software
86
S t Systems S Software ft
Behind the scenes activities Designed to handle
Technical details Where programs stored How commands executed Where files saved How output handled
87
C t Categories i of f OS
88
M j OS Major
Windows 80% of market Mac OS powerful and easy to use UNIX network; originally designed for Web LINUX non proprietary; free off Web (potential for out-sourcing of software)
89
Utilities Utiliti
Hard disk crashes Antivirus programs Computer C f freeze-ups Decrease Decrease operation slow slowdowns
Dr. CK Tan, UMS 90
Device drivers
Specialized programs Loaded into memory y each time When y you add a new device, , you y must install the device driver
91
L Language t translators l t
92
Application Software
Examples of application software: word processor (MS Word) presentation (MS PowerPoint) spreadsheet (MS Excel) database (MS Access) web authoring g tool ( (MS FrontPage) g )
Dr. CK Tan, UMS 93
Software Suites
Convenient and effective data sharing Less expensive M More expensive i Most Widely Used
Microsoft Office Corel C WordPerfect f S Suite Lotus SmartSuite
Dr. CK Tan, UMS 94
Program g Development p
Program development consists of a series of steps programmers use to build computer programs One O of f the th most t popular l program development method is Program Development Life Cycle
95
Program g Development p
96
Internet
It is used for global communication, moving ideas and information. Cyberspace concepts (virtual environment) Started with ARPANET (Advanced Research Project Network) by USA in 1969 Known as WWW, World Wide Web in 1992 at CERN (Center for European Nuclear Research) in Switzerland
Dr. CK Tan, UMS 97
Wired Connections
Telephone lines
Coaxial cable
Fiber-optic cable
Dr. CK Tan, UMS 98
Number of Connections
fiber-optic - 26,000 coaxial - 80 twisted-pair - 1
99
Wireless Connections
Microwave
Satellite
Wi-Fi
100
101
102
Network Types
Local Area Network (LAN) - networks with computers and peripheral devices
within the same building
Wide Area Network (WAN) - integration g of LANs and WANs - countrywide/worldwide networks
Dr. CK Tan, UMS 103
Internet Applications pp
104
E-learning
Lecture notes, discussion board, online exam
Education portal
LMS, Cikgu.net g ( (chats, discussion, online tuitions)
Information showcase
Personal websites/homepage
Educational shareware
Ex: hot-potatoes (for building online quiz)
Dr. CK Tan, UMS 105
Web 2.0
The concept of "Web 2.0" began with a conference brainstorming session between O'Reilly and MediaLive International
Web 1.0 DoubleClick Ofoto Akamai mp3.com Britannica Online personal websites evite domain name speculation page views screen scraping publishing content management g systems directories (taxonomy) Stickiness --> --> > --> --> --> --> --> --> --> > --> --> --> > --> --> Web 2.0 Google AdSense Flickr BitTorrent Napster Wikipedia p blogging upcoming.org and EVDB search engine optimization cost per click web services participation wikis tagging ("folksonomy") syndication
106
Advantages g of Social Networking g Democratization of media Relationships and conversation Creativity C i i and d re-mix i culture l Embrace your passion and identity Community, Community sharing, sharing and connecting Increase transparency in government and organizations Disadvantages Too much content still gets overlooked (lacks quality, what h t is i true?) t ?) Anonymity can create hate culture Teenagers over over-engaged engaged in social networking (social sickness, etc) Can lead to danger when meeting strangers
Dr. CK Tan, UMS 107
WHAT IS A BLOG? A weblog or blog is a personal diary or a collection of links to you. In simple terms, a blog is a website, ebsite where here you o write rite stuff st ff on an ongoing basis. New stuff shows up at the top for visitors comments. (Susana & g 2007) ) Sergio
108
WHAT IS FACEBOOK? The Facebook Th F b k platform l tf allows ll developers d l to create Web applications that integrate with Facebooks social network and are delivered via the Facebook Web site. Facebook users can browse available applications and enable the ones they wish to use, granting them permission to access a subset b t of f th their i account t data d t (PennState (P St t 2007).
Dr. CK Tan, UMS 109
WHAT IS GLOGSTER? A Glog is an interactive visual platform in which users create a poster or web page containing multimedia elements including: text, audio, video, images, graphics, d drawings, i and d data d t (http://edu.glogster.com/what-is-glogsteredu/). Glogster EDU is the leading global platform for the creative expression p education p of knowledge and skills in the classroom and beyond beyond.
Dr. CK Tan, UMS 110
h // k http://cktanums.edu.glogster.com/drcktan/ d l /d k /
Dr. CK Tan, UMS 111
WHAT IS WALLWISHER? Wallwisher is a collaborative tool that lets students be prosumers rather consumers (Sharon Tonner, ( , 2011). ) Wallwisher is an Internet application that allows students to post their thoughts on a common topic using electronic sticky notes on a shared digital wall. ll St Students d t can type t a maximum i of f 160 characters per electronic sticky note that can incorporate an image, audio or video using the appropriate pp p web address link ( (Sharon Tonner, 2011) Dr. CK Tan, UMS 112
113
WHAT IS YOUTUBE YouTube is a popular video sharing website p , view, , and share where users can upload, video clips. YouTube allows users to post and tag videos, videos watch those posted by others and post comments. YouTube ties into several bl blogging i applications, li ti giving i i users a quick i k way to blog about a particular video and include a link to it.
Dr. CK Tan, UMS 114
Other Web 2.0 tools blogspot.com (blog) wikispaces.com wikispaces com (sharing) google docs (sharing) ning i (social ( i l network) t k) jing (video) slideshare (sharing) yp ( (video) ) skype twitter (social network)
Dr. CK Tan, UMS 115
Is email secure? snoopware spyware, snoopware, spyware phishing Stealing confidential info (HP numbers, etc) Browser records pages visited C ki record Cookies d
Times and pages visited Other private information
Dr. CK Tan, UMS 116
Privacy Laws
Freedom of Information Act (1970) Privacy Act (1974) Computer Fraud and Abuse Act (1986) Computer Abuse Amendments Act (1994) outlaws tl t transmission i i of f virus Software Copyright Act (1980)
Computer Threats
Hackers (for fun and challenge) and crackers crackers (for malicious purposes)
Natural disasters
118
Computer Security
Viruses
Damage to computers, programs or files
3 types:
Virus (damage/delete system files) Worm (self (self-multiplying multiplying and spreads) Trojan (can be virus or worm)
119
Security Measures
Protecting Information Encrypting messages Restricting access
Anticipating disasters
(di (disaster t recovery plan) l )
Ergonomics
Ergonomics study of human factors related to things people use Physical Health
Avoiding eyestrain and headache Avoiding back and neck pain Avoiding effects of electromagnetic fields
Dr. CK Tan, UMS 121
122
ISU 1
Keselamatan dan Ancaman ICT Jenis Ancaman kecurian perkakasan ICT cetak t k rompak k perisian ii serangan virus/ulat pencerobohan sistem komputer bencana alam
123
ISU 1
Keselamatan dan Ancaman ICT Langkah yang boleh diambil memohon hakcipta untuk perisian operasi i membanteras b t cetak t k rompak k perisian ii pasang firewall / anti-virus pasang kata laluan pasang perkakasan komputer di tempat yang bebas daripada bencana alam mengupah pengawal keselamatan
124
ISU 2
Pemisahan Digital (Digital divide)
Pemisahan digital merujuk kepada perbezaan tahap kemahiran mengguna komputer di kalangan penduduk d l zon-zon geografi dalam fi yang b berbeza. b Di Malaysia, M l i dianggarkan bahawa hanya 59.0% penduduk sahaja mempunyai akses internet (Laporan MCMC 2008) Contoh-contoh pemisahan digital bilangan pengguna internet yang besar di bandar berbanding dengan luar bandar bilangan pengguna memiliki komputer yang besar di bandar berbanding dengan luar bandar bilangan sekolah mempunyai makmal komputer yang lengkap di bandar berbanding dengan luar bandar
Dr. CK Tan, UMS 125
ISU 2
Pemisahan Digital (Digital divide) Sebab-sebab pemisahan digital penduduk di bandar mempunyai pendapatan yang lebih tinggi berbanding dengan luar bandar penduduk di bandar mempunyai kemudahan infrastruktur yang lebih (contoh talian telefon) berbanding dengan luar b d bandar taraf pendidikan penduduk di bandar yang lebih tinggi (lebih terdedah kepada teknologi komputer) berbanding dengan luar bandar (lebih suka bertani) kurikulum sekolah
Dr. CK Tan, UMS 126
ISU 2
Pemisahan Digital (Digital divide) Langkah-langkah yang boleh diambil kerajaan memasang lebih banyak kemudahan infrastruktur telekomunikasi di luar bandar seperti telefon, kemudahan i internet tanpa wayar, mobile bil internet i kiosk, ki k etc Kementerian Pendidikan tingkatkan program literasi komputer di kalangan pelajar sekolah-sekolah luar bandar tingkatkan promosi pemilikan komputer jenis jenama murah untuk p penduduk di luar bandar melalui skema mudah bayar, etc ubahsuai kurikulum sekolah untuk mewajibkan pendidikan untuk k meningkatkan i k k literasi li i komputer k pelajar l j
Dr. CK Tan, UMS 127
ISU 3
Traditional Learning versus E-Learning Scenario Traditional learning merangkumi proses penyampaian maklumat/isi kandungan secara bersemuka di bilik darjah/ d dewan kuliah k li h E-learning atau online/mobile learning merupakan proses penyampaian maklumat/isi kandungan melalui internet. internet Ia juga lebih dikenali sebagai pembelajaran tanpa sempadan Sering g didebatkan bahawa traditional learning g lebih popular p p dan efektif manakala e-learning pula lebih menjimatkan kos dan kuasa penyebaran maklumat yang meliputi kawasan geografi fi yang lebih l bih luas l
Dr. CK Tan, UMS 128
ISU 3
Traditional Learning versus E-Learning Perbandingan
Tradisional Learning Kekurangan ruang apabila pelajar meningkat Merupakan pembelajaran synchronous E-Learning Boleh menerima ramai pelajar serentak mengikut kapasiti Pelayan Komputer Pembelajaran asynchronous (nota + forum atas talian) dan synchronous (chat / video conferencing)
Isi I i kandungan k d pembelajaran b l j I i kandungan Isi k d pembelajaran b l j kurang menarik menarik seperti multimedia
129
ISU 3
Traditional Learning versus E-Learning Perbandingan
T di i Tradisional l Learning L i Satu kaedah pembelajaran iaitu kuliah atau pengajaran guru kepada pelajar sahaja I ik Isi kandungan d statik t tik EL E-Learning i Kaedah pembelajaran dipilih oleh pelajar; forum, kaedah latih tubi, multimedia I ik Isi kandungan d b beranimasi i i
ISU 4
Penggunaan komputer merosakkan kesihatan Jenis-jenis ancaman kepada kesihatan Bekerja berjam-jam lama di hadapan komputer akan: merosakkan mata (extensive ray emitted from monitor) ) menyakitkan tulang leher/belakang jika kerusi kurang sesuai dipakai
131
ISU 4
Penggunaan komputer merosakkan kesihatan Jenis-jenis ancaman kepada kesihatan kepenatan tangan dan jari kerana menaip jika papan kekunci tidak selesa digunakan mengalami bahu bongkok jika ketinggian meja komputer tidak sesuai Bidang penggajian Bid ji yang cuba b mengatasi t i masalah l h kesihatan akibat penggunaan komputer dinamakan ergonomics
Dr. CK Tan, UMS 132
ISU 5
Masalah kecapaian internet secara broadband Antara masalah yang dihadapi ialah: broadband penetration rate yang rendah (< daripada 25% daripada penduduk) broadband penetration rate untuk sekolah adalah tinggi (7474 daripada 9176 sekolah di Malaysia) (Sumber: NST, 30 Mac 2005) berapa ramai guru mempunyai akses internet broadband ?
Dr. CK Tan, UMS 133
ISU 5
Antara kebaikan broadband ialah: pencapaian bahan pembelajaran multimedia yang cepat dapat muat turun bahan-bahan multimedia (audio, video, grafik) dapat guna kemudahan 3G dan 4G
134
ISU 5
Langkah menggalakan penggunaan internet ialah: turunkan yuran penggunaan (Contoh: streamyx RM 66 sebulan hanya mampu diguna oleh penduduk bandar) ) turunkan harga PC atau laptop wajibkan aktiviti P & P berasaskan komputer (Contoh: program Intel Teach yang guna teknologi web 2.0) Banyak kemudahan talian telefon di luar bandar atau turunkan kadar bulanan internet tanpa wayar (Contoh: DIGI, Celcom, Maxis)
Dr. CK Tan, UMS 135