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BSEd-Science3A
CHAPTER 4: THE ICT AND THE COMPUTERS: ITS ROLES AND HISTORY
Review:
(INTERNET) ( MULTIMEDIA)
1. Microsoft Office - Programs for putting text, graphics, and images into
emails, records, and other documents.
2. Power-point - In order to prepare lectures and presentations.
3. Excel - Use of spreadsheets and other graphic sheets
4. Internet Explorer - Use of the internet
5. Yahoo or Google – E-mail, chat rooms, blog pages, news services,
educational tools, and other websites
6. Adobe Reader - Composition and editing of graphs/photos
7. MSN - Composition and editing of graphs/photos
8. Windows media player - Player for CD and VCD, editing film/video
9. Cyber-link Power - DVD Player
10.Game House - Video games
Activity:
Word it Out!
Answer the given questions:
1. As a student, what benefits do you get from using computer?
- A student's academic effectiveness is built on the use of a machine. A
computer, whether a laptop or a desktop, provides a unique forum for accessing
the most current information and assessing how that information can be used for
school projects. Furthermore, as students prepare for the workforce, computers
help them become accustomed to writing technical documents such as resumes.
It gives students access to a wide range of tools, accelerates learning, and is a fun
teaching tool for audio-visual learners.
2. What disadvantages do you get from using computers?
- Computers are useful in the world of technology because they allow people
to complete tasks more easily, seamlessly, and quickly. The computer has had a
significant impact on society. It has altered one's perspective on life. Every aspect
of life has been impacted by the use of computer technology. The use of a
computer raises the world to a new level. However, as with any coin, there are
two sides to every coin, and using a computer has both advantages and
disadvantages. The main disadvantage of using computer is that many people use
it for negative purposes. And also some students may find it difficult to access
important coursework due to financial constraints, while others may use
computers to play games or chat. When students use a computer instead of a
paper and pen for school, their handwriting skills may suffer. Students also spent
to much time sitting on a computer that can restrict learning and generate a
dependence.
Analysis
1.Discuss the capabilities of the PC outside of education, namely:
1. Electronic or e-commerce
Is a type of industry where the buying and selling of products is
conducted over electronic systems such as the internet and other
computer network.
2. E-finance
Including, investing, banking, mortgage, lending and insurance will grow
at dazzling rate in the coming years. It is the science of the management
of money and other assets. It is also the management of money,
banking, investments, and credit.
3. Entertainment
Is a form of activity that holds the attention and interest of an audience
or gives pleasure and delight. It can be an idea or a task, but is more
likely to be one of the activities or events that have developed over
thousands of years specifically for the purpose of keeping an audience's
attention.
4. Advertising
Advertising in business is a form of communication used to encourage,
persuade, or manipulate an audience to take or continue to take some
action. Most commonly, the desired result is to drive consumer behavior
with respect to a commercial offering, although political and ideological
advertising is also common. This type of work belongs to a category
called effective labor.
4. Gaming or Lottery
Is the act of playing game. The lottery scheme deals with persons
randomly contacting email addresses advising them they have been
selected as the winner of an International lottery. The Internet Crime
Complaint Center has identified numerous lottery names being used in
this scheme.
Application:
How Time Flies!
Gather all your gadgets (old and new phones, old and new computers, old
PDA (Personal Data Assistants), Beepers (if you still have), Digital media such as
audio and video player) Arrange the gadgets that you once used and are still using
now in chronological order starting from the earliest year.
Name of the Gadget Inclusive year when the Inclusive year when the
including the Model gadget was used gadget was used
(arranged in (arranged in
chronological order chronological order
starting from the starting from the
earliest year) earliest year)
1. Cellphone (Cherry 2013-2014 2013-2014
Mobile)
2. Cellphone (MyPhone) 2014-2015 2014-2015
3. Cellphone (MyPhone) 2015-2016 2015-2016
4.Cellphone (VivoY53) 2016-2020 2016-202
5.Cellphone (RealMe6i) 2020-2021 2020-2021
Post-Test: