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Friday, January 15, 2016

Best windows for Computer

                         Best windows for Computer

In 1983, Microsoft announced the development of Windows, a graphical user interface (GUI) for its own operating system (MS-DOS). The product line has changed from a GUI product to a modern operating system over two families of design, each with its own codebase and default file system.

The 3.x and 4.x family includes Windows 3.0, Windows 3.1x, Windows 95, Windows 98, and Windows ME. Windows for Workgroups 3.11 added 32-bit networking. Windows 95 added additional 32-bit capabilities (however, MS-DOS, some of the kernel, and supplementary utilities such as Disk Defragment remained 16-bit) and implemented a new object oriented user interface, elements of which are still used today.

The Windows NT family started with Windows NT 3.1 in 1993. Modern Windows operating system versions are based on the newer Windows NT kernel that was originally intended for OS/2. Windows runs on IA-32, x86-64, and on 32-bit ARM (ARMv7) processors. Earlier versions also ran on the i860, Alpha, MIPS, Fairchild Clipper, PowerPC, and Itanium architectures. Some work was done to port it to the SPARC architecture.

The familiar Windows Explorer desktop shell superseded Program Manager with the release of Windows 95, received major enhancements in 1997, and remained the default shell for all commercial Windows releases until Windows 8's Modern UI-derived Start screen debuted in 2012

Windows 10 with new technology

Windows 10 is a personal computer operating system developed by Microsoft. Microsoft described Windows 10 as an 'operating system as a service' that would receive ongoing updates to its features and functionality, augmented

with the ability for enterprise environments to receive non-critical updates at a slower pace, or use long-term support milestones that will only receive critical updates, such as security patches, over their five-year lifespan of

mainstream support. Terry Myerson, executive vice president of Microsoft's Windows and Devices Group, argued that the goal of this model was to reduce fragmentation across the Windows platform.



Samsung Galaxy S6 with new technology

              Samsung Galaxy S6 with new technology

Samsung Galaxy S6 and Samsung Galaxy S6 Edge are Android smartphones manufactured and marketed by Samsung Electronics. The S6 and S6 Edge jointly serve as successors to the Galaxy S5. The smartphones were officially unveiled in a press conference at Mobile World Congress on 1 March 2015. Alongside the S6, Samsung also unveiled the S6 Edge, a variant whose screen is wrapped along the sides of the device; the curvature is usable for several additional features. The Galaxy S6 was released on 10 April 2015 in 20 countries.


Although the overall design of the Galaxy S6 still features some similarities to prior models, the construction of the device itself was revamped, with a metal unibody frame and glass backing instead of plastic. The devices also introduced an improved camera, a streamlined user interface, support for both major wireless charging standards, and support for a mobile payments platform that allows the device to emulate the magnetic strip from a credit card. The S6 features other hardware improvements as well, including a 1440p display, a new in-house system-on-chip that utilizes a 14 nm FinFET manufacturing process, and an improved fingerprint scanner.

The Galaxy S6 and S6 Edge received mostly positive reviews from critics, who praised the devices' upgraded build quality over prior models, along with improvements to their displays, performance, camera, and other changes. However, Samsung's decision to remove the ability to expand their storage or remove the battery was panned as being potentially alienating to power users, and the S6 Edge was also panned for not making enough use of its curved display to justify its increased cost over the standard Samsung Galaxy S6.

Software

The devices were initially released running Android 5.0.2 "Lollipop" with Samsung's TouchWiz software suite. TouchWiz has been streamlined on the S6 with a refreshed design and fewer bundled applications. Several Microsoft apps are bundled with the S6: OneDrive, OneNote and Skype. On the S6 Edge, users can designate up to five contacts for quick access by swiping from one of the edges of the screen. The five contacts are also color-coded; when the device is face down, the curved sides will also glow in the contact's color to signify phone calls. The Night Clock feature from the Galaxy Note Edge was carried over to the S6 Edge. The heart rate sensor can also be used as a button for dismissing calls and sending the caller a canned text message reply.

Wednesday, January 13, 2016

Educational Technology

                              Educational Technology

Educational technology is the effective use of technological tools in learning. As a concept, it concerns an array of tools, such as media, machines and networking hardware, as well as considering underlying theoretical perspectives for their effective application. Educational technology is not restricted to high technology. Nonetheless, electronic educational technology, also called e-learning, has become an important part of society today, comprising an extensive array of digitization approaches, components and delivery methods. For example, m-learning emphasizes mobility, but is otherwise indistinguishable in principle from educational technology. Educational technology includes numerous types of media that deliver text, audio, images, animation, and streaming video, and includes technology applications and processes such as audio or video tape, satellite TV, CD-ROM, and computer-based learning, as well as local intranet/extranet and web-based learning. Information and communication systems, whether free-standing or based on either local networks or the Internet in networked learning, underlie many e-learning processes. Theoretical perspectives and scientific testing influence instructional design. The application of theories of human behavior to educational technology derives input from instructional theory, learning theory, educational psychology, media psychology and human performance technology. Educational technology and e-learning can occur in or out of the classroom. It can be self-paced, asynchronous learning or may be instructor-led, synchronous learning. It is suited to distance learning and in conjunction with face-to-face teaching, which is termed blended learning. Educational technology is used by learners and educators in homes, schools (both K-12 and higher education), businesses, and other settings.

Definition
Richey defined educational technology as "the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources". The Association for Educational Communications and Technology (AECT) denoted instructional technology as "the theory and practice of design, development, utilization, management, and evaluation of processes and resources for learning."  As such, educational technology refers to all valid and reliable applied education sciences, such as equipment, as well as processes and procedures that are derived from scientific research, and in a given context may refer to theoretical, algorithmic or heuristic processes: it does not necessarily imply physical technology.

Scope
Educational technology refers to the use of both physical hardware and educational theoretics. It encompasses several domains, including learning theory, computer-based training, online learning and, where mobile technologies are used, m-learning. Accordingly, there are several discrete aspects to describing the intellectual and technical development of educational technology:

educational technology as the theory and practice of educational approaches to learning
educational technology as technological tools and media that assist in the communication of knowledge, and its development and exchange
educational technology for learning management systems (LMS), such as tools for student and curriculum management, and education management information systems (EMIS)
educational technology itself as an educational subject; such courses may be called "Computer Studies" or "Information and Communication Technology (ICT)"
Related terms

Early 20th century abacus used in a Danish elementary school.
Educational technology is an inclusive term for the tools and the theoretical foundations for supporting learning and teaching. Educational technology is not restricted to high technology.
However, modern electronic educational technology is an important part of society today. Educational technology encompasses e-learning, instructional technology, information and communication technology (ICT) in education, EdTech, learning technology, multimedia learning, technology-enhanced learning (TEL), computer-based instruction (CBI), computer managed instruction, computer-based training (CBT), computer-assisted instruction or computer-aided instruction (CAI),[9] internet-based training (IBT), flexible learning, web-based training (WBT), online education, digital educational collaboration, distributed learning, computer-mediated communication, cyber-learning, and multi-modal instruction, virtual education, personal learning environments, networked learning, virtual learning environments (VLE) (which are also called learning platforms), m-learning, and digital education.

Each of these numerous terms has had its advocates, who point up potential distinctive features. However, Moore sees these various terminologies as emphasizing particular features such as digitization approaches, components or delivery methods rather than being fundamentally dissimilar in concept or principle. For example, m-learning emphasizes mobility, which may allow for altered timing, location, accessibility and context of learning;  nevertheless, its purpose and conceptual principles are those of educational technology. In practice, as technology has advanced, the particular "narrowly defined" aspect that was initially emphasized by name has blended into the general field of educational technology.  As a further example, "virtual learning" in a narrowly defined semantic sense implies entering the environmental simulation within a virtual world, for example in treating posttraumatic stress disorder (PTSD). In practice, a "virtual education course" refers to any instructional course in which all, or at least a significant portion, is delivered by the Internet. "Virtual" is used in that broader way to describe a course that is not taught in a classroom face-to-face but through a substitute mode that can conceptually be associated "virtually" with classroom teaching, which means that people do not have to go to the physical classroom to learn. Accordingly, virtual education refers to a form of distance learning in which course content is delivered by various methods such as course management applications, multimedia resources, and videoconferencing.

Bernard Luskin, an educational technology pioneer, advocated that the "e" of e-learning should be interpreted to mean "exciting, energetic, enthusiastic, emotional, extended, excellent, and educational" in addition to "electronic." Parks suggested that the "e" should refer to "everything, everyone, engaging, easy". These broad interpretations focus on new applications and developments, as well as learning theory and media psychology.

History

Educational software

19th century classroom, Auckland
Helping people learn in ways that are easier, faster, surer, or less expensive can be traced back to the emergence of very early tools, such as paintings on cave walls. Various types of abacus have been used. Writing slates and blackboards have been used for at least a millennium. From their introduction, books and pamphlets have held a prominent role in education. From the early twentieth century, duplicating machines such as the mimeograph and Gestetner stencil devices were used to produce short copy runs (typically 10–50 copies) for classroom or home use. The use of media for instructional purposes is generally traced back to the first decade of the 20th century with the introduction of educational films (1900s) and Sidney Pressey's mechanical teaching machines (1920s). The first all multiple choice, large scale assessment was the Army Alpha, used to assess the intelligence and more specifically the aptitudes of World War I military recruits. Further large-scale use of technologies was employed in training soldiers during and after WWII using films and other mediated materials, such as overhead projectors. The concept of hypertext is traced to description of memex by Vannevar Bush in 1945.


Cuisenaire rods
Slide projectors were widely used during the 1950s in educational institutional settings. Cuisenaire rods were devised in the 1920s and saw widespread use from the late 1950s.

In 1960, the University of Illinois initiated a classroom system based in linked computer terminals where students could access informational resources on a particular course while listening to the lectures that were recorded via some form of remotely linked device like a television or audio device.

In the mid 1960s Stanford University psychology professors Patrick Suppes and Richard C. Atkinson experimented with using computers to teach arithmetic and spelling via Teletypes to elementary school students in the Palo Alto Unified School District in California. Stanford's Education Program for Gifted Youth is descended from those early experiments. In 1963, Bernard Luskin installed the first computer in a community college for instruction. Working with Stanford and others he helped develop computer-assisted instruction. Working with the Rand Corporation, Luskin's landmark UCLA dissertation in 1970 analyzed obstacles to computer-assisted instruction.


Artistic portrait of Ivan Illich by Amano1.
In 1971, Ivan Illich published a hugely influential book called, Deschooling Society, in which he envisioned "learning webs" as a model for people to network the learning they needed. The 1970s and 1980s saw notable contributions in computer-based learning by Murray Turoff and Starr Roxanne Hiltz at the New Jersey Institute of Technology as well as developments at the University of Guelph in Canada.[26] In 1976, Bernard Luskin launched Coastline Community College as a "college without walls" using television station KOCE-TV as a vehicle. In the UK the Council for Educational Technology supported the use of educational technology, in particular administering the government's National Development Programme in Computer Aided Learning[27] (1973–77) and the Microelectronics Education Programme (1980–86).

By the mid-1980s, accessing course content became possible at many college libraries. In computer-based training (CBT) or computer-based learning (CBL), the learning interaction was between the student and computer drills or micro-world simulations.

Digitized communication and networking in education started in the mid-1980s. Educational institutions began to take advantage of the new medium by offering distance learning courses using computer networking for information. Early e-learning systems, based on computer-based learning/training often replicated autocratic teaching styles whereby the role of the e-learning system was assumed to be for transferring knowledge, as opposed to systems developed later based on computer supported collaborative learning (CSCL), which encouraged the shared development of knowledge.

Videoconferencing was an important forerunner to the educational technologies known today. This work was especially popular with Museum Education. Even in recent years, videoconferencing has risen in popularity to reach over 20,000 students across the United States and Canada in 2008-2009. Disadvantages of this form of educational technology are readily apparent: image and sound quality is often grainy or pixelated; videoconferencing requires setting up a type of mini-television studio within the museum for broadcast, space becomes an issue; and specialised equipment is required for both the provider and the participant.
The Open University in Britain and the University of British Columbia (where Web CT, now incorporated into Blackboard Inc., was first developed) began a revolution of using the Internet to deliver learning, making heavy use of web-based training, online distance learning and online discussion between students. Practitioners such as Harasim (1995) put heavy emphasis on the use of learning networks.

With the advent of World Wide Web in the 1990s, teachers embarked on the method using emerging technologies to employ multi-object oriented sites, which are text-based online virtual reality systems, to create course websites along with simple sets of instructions for its students.

By 1994, the first online high school had been founded. In 1997, Graziadei described criteria for evaluating products and developing technology-based courses that include being portable, replicable, scalable, affordable, and having a high probability of long-term cost-effectiveness.

Improved Internet functionality enabled new schemes of communication with multimedia or webcams. The National Center for Education Statistics estimate the number of K-12 students enrolled in online distance learning programs increased by 65 percent from 2002 to 2005, with greater flexibility, ease of communication between teacher and student, and quick lecture and assignment feedback.

According to a 2008 study conducted by the U.S Department of Education, during the 2006-2007 academic year about 66% of postsecondary public and private schools participating in student financial aid programs offered some distance learning courses; records show 77% of enrollment in for-credit courses with an online component. In 2008, the Council of Europe passed a statement endorsing e-learning's potential to drive equality and education improvements across the EU.
Today, the prevailing paradigm is computer-mediated communication (CMC), where the primary interaction is between learners and instructors, mediated by the computer. CBT/CBL usually means individualized (self-study) learning, while CMC involves educator/tutor facilitation and requires scenarization of flexible learning activities. In addition, modern ICT provides education with tools for sustaining learning communities and associated knowledge management tasks.

Students growing up in this digital age have extensive exposure to a variety of media. Major high-tech companies such as Google, Verizon, Microsoft are funding schools to provide them the ability to teach their students through technology, which may lead to improved student performance. 

Theory[edit]
Main articles: Educational psychology, E-learning (theory), Learning theory (education) and Educational philosophies
Various pedagogical perspectives or learning theories may be considered in designing and interacting with educational technology. E-learning theory examines these approaches. These theoretical perspectives are grouped into three main theoretical schools or philosophical frameworks: behaviorism, cognitivism and constructivism.

Behaviorism[edit]
This theoretical framework was developed in the early 20th century based on animal learning experiments by Ivan Pavlov, Edward Thorndike, Edward C. Tolman, Clark L. Hull, and B.F. Skinner. Many psychologists used these results to develop theories of human learning, but modern educators generally see behaviorism as one aspect of a holistic synthesis.

B.F. Skinner wrote extensively on improvements of teaching based on his functional analysis of verbal behavior and wrote "The Technology of Teaching", an attempt to dispel the myths underlying contemporary education as well as promote his system he called programmed instruction. Ogden Lindsley developed a learning system, named Celeration, that was based on behavior analysis but that substantially differed from Keller's and Skinner's models.

Cognitivism[edit]
Cognitive science underwent significant change in the 1960s and 1970s. While retaining the empirical framework of behaviorism, cognitive psychology theories look beyond behavior to explain brain-based learning by considering how human memory works to promote learning. The Atkinson-Shiffrin memory model and Baddeley's working memory model were established as theoretical frameworks. Computer Science and Information Technology have had a major influence on Cognitive Science theory. The Cognitive concepts of working memory (formerly known as short term memory) and long term memory have been facilitated by research and technology from the field of Computer Science. Another major influence on the field of Cognitive Science is Noam Chomsky. Today researchers are concentrating on topics like cognitive load, information processing and media psychology. These theoretical perspectives influence instructional design.

Constructivism
Educational psychologists distinguish between several types of constructivism: individual (or psychological) constructivism, such as Piaget's theory of cognitive development, and social constructivism. This form of constructivism has a primary focus on how learners construct their own meaning from new information, as they interact with reality and with other learners who bring different perspectives. Constructivist learning environments require students to use their prior knowledge and experiences to formulate new, related, and/or adaptive concepts in learning (Termos, 2012). Under this framework the role of the teacher becomes that of a facilitator, providing guidance so that learners can construct their own knowledge. Constructivist educators must make sure that the prior learning experiences are appropriate and related to the concepts being taught. Jonassen (1997) suggests "well-structured" learning environments are useful for novice learners and that "ill-structured" environments are only useful for more advanced learners. Educators utilizing a constructivist perspective may emphasize an active learning environment that may incorporate learner centered problem based learning, project-based learning, and inquiry-based learning, ideally involving real-world scenarios, in which students are actively engaged in critical thinking activities. An illustrative discussion and example can be found in the 1980s deployment of constructivist cognitive learning in computer literacy, which involved programming as an instrument of learning.:224 LOGO, a programming language, embodied an attempt to integrate Piagetan ideas with computers and technology. Initially there were broad, hopeful claims, including "perhaps the most controversial claim" that it would "improve general problem-solving skills" across disciplines.:238 However, LOGO programming skills did not consistently yield cognitive benefits.[43]:238 It was "not as concrete" as advocates claimed, it privileged "one form of reasoning over all others," and it was difficult to apply the thinking activity to non-LOGO based activities. By the late 1980s, LOGO and other similar programming languages had lost their novelty and dominance and were gradually de-emphasized amid criticisms,[46] including logocentric related criticisms put forth by a number of postmodern thinkers including Jacques Derrida in his work entitled Writing and Difference (1978).

Practice
Main ar Instructional design
The extent to which e-learning assists or replaces other learning and teaching approaches is variable, ranging on a continuum from none to fully online distance learning. A variety of descriptive terms have been employed (somewhat inconsistently) to categorize the extent to which technology is used. For example, 'hybrid learning' or 'blended learning' may refer to classroom aids and laptops, or may refer to approaches in which traditional classroom time is reduced but not eliminated, and is replaced with some online learning. 'Distributed learning' may describe either the e-learning component of a hybrid approach, or fully online distance learning environments.

Synchronous and asynchronous
E-learning may either be synchronous or asynchronous. Synchronous learning occurs in real-time, with all participants interacting at the same time, while asynchronous learning is self-paced and allows participants to engage in the exchange of ideas or information without the dependency of other participants' involvement at the same time.

Synchronous learning refers to the exchange of ideas and information with one or more participants during the same period. Examples are face-to-face discussion, online real-time live teacher instruction and feedback, Skype conversations, and chat rooms or virtual classrooms where everyone is online and working collaboratively at the same time. Since students are working collaboratively, synchronized learning helps students create an open mind because they have to listen and learn from their peers. Synchronized learning fosters online awareness and improves many students' writing skills.

Asynchronous learning may use technologies such as email, blogs, wikis, and discussion boards, as well as web-supported textbooks, hypertext documents, audio video courses, and social networking using web 2.0. At the professional educational level, training may include virtual operating rooms. Asynchronous learning is beneficial for students who have health problems or who have child care responsibilities. They have the opportunity to complete their work in a low stress environment and within a more flexible time frame. In asynchronous online courses, students proceed at their own pace. If they need to listen to a lecture a second time, or think about a question for a while, they may do so without fearing that they will hold back the rest of the class. Through online courses, students can earn their diplomas more quickly, or repeat failed courses without the embarrassment of being in a class with younger students. Students have access to an incredible variety of enrichment courses in online learning, and can participate in college courses, internships, sports, or work and still graduate with their class.

Linear learning[edit]
Computer-based training (CBT) refers to self-paced learning activities delivered on a computer or handheld device such as a tablet or smartphone. CBT initially delivered content via CD-ROM, and typically presented content linearly, much like reading an online book or manual. For this reason, CBT is often used to teach static processes, such as using software or completing mathematical equations. Computer-based training is conceptually similar to web-based training (WBT) which are delivered via Internet using a web browser.

Assessing learning in a CBT is often by assessments that can be easily scored by a computer such as multiple choice questions, drag-and-drop, radio button, simulation or other interactive means. Assessments are easily scored and recorded via online software, providing immediate end-user feedback and completion status. Users are often able to print completion records in the form of certificates.

CBTs provide learning stimulus beyond traditional learning methodology from textbook, manual, or classroom-based instruction. CBTs can be a good alternative to printed learning materials since rich media, including videos or animations, can be embedded to enhance the learning.

However, CBTs pose some learning challenges. Typically, the creation of effective CBTs requires enormous resources. The software for developing CBTs (such as Flash or Adobe Director) is often more complex than a subject matter expert or teacher is able to use. The lack of human interaction can limit both the type of content that can be presented and the type of assessment that can be performed, and may need supplementation with online discussion or other interactive elements.

Collaborative learning
Computer-supported collaborative learning (CSCL) uses instructional methods designed to encourage or require students to work together on learning tasks. CSCL is similar in concept to the terminology, "e-learning 2.0" and "networked collaborative learning" (NCL).

Collaborative learning is distinguishable from the traditional approach to instruction in which the instructor is the principal source of knowledge and skills. For example, the neologism "e-learning 1.0" refers to the direct transfer method in computer-based learning and training systems (CBL). In contrast to the linear delivery of content, often directly from the instructor's material, CSCL uses blogs, wikis, and cloud-based document portals (such as Google Docs and Dropbox). With technological Web 2.0 advances, sharing information between multiple people in a network has become much easier and use has increased. 1 One of the main reasons for its usage states that it is "a breeding ground for creative and engaging educational endeavors."

Using Web 2.0 social tools in the classroom allows for students and teachers to work collaboratively, discuss ideas, and promote information. According to Sendall (2008), blogs, wikis, and social networking skills are found to be significantly useful in the classroom. After initial instruction on using the tools, students reported an increase in knowledge and comfort level for using Web 2.0 tools. The collaborative tools prepare students with technology skills necessary in today's workforce.

Locus of control remains an important consideration in successful engagement of e-learners. According to the work of Cassandra B. Whyte, the continuing attention to aspects of motivation and success in regard to e-learning should be kept in context and concert with other educational efforts. Information about motivational tendencies can help educators, psychologists, and technologists develop insights to help students perform better academically.
Another type of study aid is collaborative apps that allow students and teachers to interact while studying. An example is MathChat, which allows cooperative problem solving and answer feedback. Some apps can also provide an opportunity to revise or learn new topics independently in a simulated classroom environment. A popular example is Khan Academy, which offers material in math, biology, chemistry, economics, art history and many others. It has the advantage of blending learning styles as the app offers many videos for visual and auditory learners, as well as exercises and tasks to solve for the kinesthetic learners. Other apps are designed after games, which provide a fun way to revise. When the experience is enjoyable the students become more engaged. Games also usually come with a sense of progression, which can help keep students motivated and consistent while trying to improve. Examples of educational games are Dragon Box, Mind Snacks, Code Spells and many more.

Classroom 2.0
Classroom 2.0 refers to online multi-user virtual environments (MUVEs) that connect schools across geographical frontiers. Known as "eTwinning", computer-supported collaborative learning (CSCL) allows learners in one school to communicate with learners in another that they would not get to know otherwise, enhancing educational outcomes and cultural integration. Examples of classroom 2.0 applications are Blogger and Skype.

E-learning 2.0
Main article: Computer-supported collaborative learning
E-learning 2.0 is a type of computer-supported collaborative learning (CSCL) system that developed with the emergence of Web 2.0. From an e-learning 2.0 perspective, conventional e-learning systems were based on instructional packets, which were delivered to students using assignments. Assignments were evaluated by the teacher. In contrast, the new e-learning places increased emphasis on social learning and use of social software such as blogs, wikis, podcasts and virtual worlds such as Second Life. This phenomenon has been referred to as Long Tail Learning

E-learning 2.0, in contrast to e-learning systems not based on CSCL, assumes that knowledge (as meaning and understanding) is socially constructed. Learning takes place through conversations about content and grounded interaction about problems and actions. Advocates of social learning claim that one of the best ways to learn something is to teach it to others.

In addition to virtual classroom environments, social networks have become an important part of E-learning 2.0. Social networks have been used to foster online learning communities around subjects as diverse as test preparation and language education. Mobile Assisted Language Learning (MALL) is the use of handheld computers or cell phones to assist in language learning. Traditional educators may not promote social networking unless they are communicating with their own colleagues.

Virtual Learning Environments (VLEs) and Personal Learning Environments (PLEs) provide an easy to use system for flexibly delivering learning materials, activities and support to students across an institution. For the administrator, a VLE provides a set of tools which allows course content and students to be managed efficiently and provide a single point of integration with student record systems.

Media

A 2.5m teaching slide rule compared to a normal sized model
Educational media and tools can be used for:

task structuring support: help with how to do a task (procedures and processes),
access to knowledge bases (help user find information needed)
alternate forms of knowledge representation (multiple representations of knowledge, e.g. video, audio, text, image, data)
Numerous types of physical technology are currently used: digital cameras, video cameras, interactive whiteboard tools, document cameras, electronic media, and LCD projectors. Combinations of these techniques include blogs, collaborative software, ePortfolios, and virtual classrooms.

Audio and video
Radio offers a synchronous educational vehicle, while streaming audio over the internet with webcasts and podcasts can be asynchronous. Classroom microphones, often wireless, can enable learners and educators to interact more clearly.

Video technology has included VHS tapes and DVDs, as well as on-demand and synchronous methods with digital video via server or web-based options such as streamed video from YouTube, Teacher Tube, Skype, Adobe Connect, and webcams. Telecommuting can connect with speakers and other experts. Interactive digital video games are being used at K-12 and higher education institutions.
Computers, tablets and mobile devices

Teaching and learning online
Collaborative learning is a group-based learning approach in which learners are mutually engaged in a coordinated fashion to achieve a learning goal or complete a learning task. With recent developments in smartphone technology, the processing powers and storage capabilities of modern mobiles allow for advanced development and use of apps. Many app developers and education experts have been exploring smartphone and tablet apps as a medium for collaborative learning.

Computers and tablets enable learners and educators to access websites as well as programs such as Microsoft Word, PowerPoint, PDF files, and images. Many mobile devices support m-learning.

Mobile devices such as clickers and smartphones can be used for interactive audience response feedback. Mobile learning can provide performance support for checking the time, setting reminders, retrieving worksheets, and instruction manuals.

OpenCourseWare (OCW) gives free public access to information used in undergraduate and graduate programs. Participating institutions are MIT and Harvard, Princeton, Stanford, University of Pennsylvania, and University of Michigan.

Social networks
Group webpages, blogs, wikis, and Twitter allow learners and educators to post thoughts, ideas, and comments on a website in an interactive learning environment. Social networking sites are virtual communities for people interested in a particular subject to communicate by voice, chat, instant message, video conference, or blogs. The National School Boards Association found that 96% of students with online access have used social networking technologies, and more than 50% talk online about schoolwork. Social networking encourages collaboration and engagement and can be a motivational tool for self-efficacy amongst students. Every student has his or her own learning requirements, and a Web 2.0  educational  framework  provides  enough resources, learning styles, communication tools and flexibility to accommodate this diversity.

Webcams
Webcams and webcasting have enabled creation of virtual classrooms and virtual learning environment.

Whiteboards
Whiteboards predate tablets and other technological tools, but current interactive whiteboards and smartboards allow learners and instructors to write on the touch screen. The screen markup can be on either a blank whiteboard or any computer screen content. Depending on permission settings, this visual learning can be interactive and participatory, including writing and manipulating images on the interactive whiteboard.

Screencasting
Screencasting allows users to share their screens directly from their browser and make the video available online so that other viewers can stream the video directly.[90] The presenter thus has the ability to show their ideas and flow of thoughts rather than simply explain them as simple text content. In combination with audio and video, the educator can mimic the one-on-one experience of the classroom and deliver clear, complete instructions. Learners have an ability to pause and rewind, to review at their own pace, something a classroom cannot always offer.

Virtual classroom
Main articles: Virtual Learning Environment and MUVE
A virtual learning environment (VLE), also known as a learning platform, simulates a virtual classroom or meetings by simultaneously mixing several communication technologies. For example, web conferencing software such as GoToTraining, WebEx Training or Adobe Connect enables students and instructors to communicate with each other via webcam, microphone, and real-time chatting in a group setting. Participants can raise hands, answer polls or take tests. Students are able to whiteboard and screencast when given rights by the instructor, who sets permission levels for text notes, microphone rights and mouse control.

A virtual classroom provides the opportunity for students to receive direct instruction from a qualified teacher in an interactive environment. Learners can have direct and immediate access to their instructor for instant feedback and direction. The virtual classroom provides a structured schedule of classes, which can be helpful for students who may find the freedom of asynchronous learning to be overwhelming. In addition, the virtual classroom provides a social learning environment that replicates the traditional "brick and mortar" classroom. Most virtual classroom applications provide a recording feature. Each class is recorded and stored on a server, which allows for instant playback of any class over the course of the school year. This can be extremely useful for students to retrieve missed material or review concepts for an upcoming exam. Parents and auditors have the conceptual ability to monitor any classroom to ensure that they are satisfied with the education the learner is receiving.

In higher education especially, a virtual learning environment (VLE) is sometimes combined with a management information system (MIS) to create a managed learning environment, in which all aspects of a course are handled through a consistent user interface throughout the institution. Physical universities and newer online-only colleges offer select academic degrees and certificate programs via the Internet. Some programs require students to attend some campus classes or orientations, but many are delivered completely online. Several universities offer online student support services, such as online advising and registration, e-counseling, online textbook purchases, student governments and student newspapers.

Augmented reality (AR) provides students and teachers the opportunity to create layers of digital information, that includes both virtual world and real world elements, to interact with in real time. There are already a variety of apps which offer a lot of variations and possibilities.

E-learning authoring tools[edit]
E-learning authoring tools are software or online services that enable users to create courses, simulations, or other educational experiences. These tools typically support conventional, presentation-like courses, and may enable screen recording, multimedia, interactivity, quizzes, and non-linear or adaptive approaches.

Learning management system
Main article: Learning management system
A learning management system (LMS) is software used for delivering, tracking and managing training and education. For example, an LMS tracks attendance, time on task, and student progress. Educators can post announcements, grade assignments, check on course activity, and participate in class discussions. Students can submit their work, read and respond to discussion questions, and take quizzes. An LMS may allow teachers, administrators, students, and permitted additional parties (such as parents if appropriate) to track various metrics. LMSs range from systems for managing training/educational records to software for distributing courses over the Internet and offering features for online collaboration. The creation and maintenance of comprehensive learning content requires substantial initial and ongoing investments of human labor. Effective translation into other languages and cultural contexts requires even more investment by knowledgeable personnel.

Internet-based learning management systems include Canvas, Blackboard Inc. and Moodle. These types of LMS allow educators to run a learning system partially or fully online, asynchronously or synchronously. Blackboard can be used for K-12 education, Higher Education, Business, and Government collaboration. Moodle is a free-to-download Open Source Course Management System that provides blended learning opportunities as well as platforms for distance learning courses. Eliademy is a free cloud based Course Management System that provides blended learning opportunities as well as platforms for distance learning courses. e-SchoolPad is a software developed by Avrio Solutions for educational device management, a pioneer of e-learning industry in Asia Pacific.

Learning content management system
A learning content management system (LCMS) is software for author content (courses, reusable content objects). An LCMS may be solely dedicated to producing and publishing content that is hosted on an LMS, or it can host the content itself. The Aviation Industry Computer-Based Training Committee (AICC) specification provides support for content that is hosted separately from the LMS.
A recent trend in LCMSs is to address this issue through crowdsourcing .

Computer-aided assessment
Computer-aided assessment (e-assessment) ranges from automated multiple-choice tests to more sophisticated systems. With some systems, feedback can be geared towards a student's specific mistakes or the computer can navigate the student through a series of questions adapting to what the student appears to have learned or not learned. Formative assessment sifts out the incorrect answers, and these questions are then explained by the teacher. The learner then practices with slight variations of the sifted out questions. The process is completed by summative assessment using a new set of questions that only cover the topics previously taught.

Electronic performance support system
An electronic performance support system (EPSS) is, according to Barry Raybould, "a computer-based system that improves worker productivity by providing on-the-job access to integrated information, advice, and learning experiences". Gloria Gery defines it as "an integrated electronic environment that is available to and easily accessible by each employee and is structured to provide immediate, individualized on-line access to the full range of information, software, guidance, advice and assistance, data, images, tools, and assessment and monitoring systems to permit job performance with minimal support and intervention by others."




Tuesday, January 12, 2016

E-learning

                                                             E-learning
E-learning theory describes the cognitive science principles of effective multimedia learning using electronic educational technology. Cognitive research and theory suggest that selection of appropriate concurrent multimedia moralities may enhance learning, as may application of several other principles. Multimedia instructional design principles Beginning with Cognitive Load Theory as their motivating scientific premise, researchers such as Richard E. Mayer, John Sweller, and Roxana Moreno established within the scientific literature a set of multimedia instructional design principles that promote effective learning. Many of these principles have been "field tested" in everyday learning settings and found to be effective there as well. The majority of this body of research has been performed using university students given relatively short lessons on technical concepts with which they held low prior knowledge. However, a number of studies have shown these principles to be effective with learners of other ages and with non-technical E-learning content. Research using learners who have greater prior knowledge in the lesson material sometimes finds results that contradict these design principles. This has lead some researchers to put forward the "expertise effect" as an instructional design principle unto itself. The underlying theoretical premise, Cognitive Load Theory, describes the amount of mental effort that is related to performing a task as falling into one of three categories: germane, intrinsic, and extraneous. Germane cognitive load is the mental effort required to process the task's information, make sense of it, and access and/or store it in long-term memory (for example, seeing a math problem, identifying the values and operations involved, and understanding that your task is to solve the math problem). Intrinsic cognitive load is the mental effort required to perform the task itself (for example, actually solving the math problem). Extraneous cognitive load is the mental effort imposed by the way that the task is delivered, which may or may not be efficient (for example, finding the math problem you are supposed to solve on a page that also contains advertisements for books about math).

The multimedia instructional design principles identified by Mayer, Sweller, Moreno, and their colleagues are largely focused on minimizing extraneous cognitive load, and managing intrinsic and germane loads at levels that are appropriate for the learner. Examples of these principles in practice include ducing germane load by delivering verbal information through audio presentation (narration) while delivering relevant visual information through static images or animations (the modality principle)

Controlling intrinsic load by breaking the lesson into smaller segments and giving learners control over the pace at which they move forward through the lesson material (the segmenting principle).
Cognitive load theory (and by extension many of the multimedia instructional design principles) is based in part on a model of working memory by Alan Baddeley and Graham Hitch who proposed that working memory has two largely independent, limited capacity sub-components that tend to work in parallel - one visual and one verbal/acoustic. This gave rise to dual-coding theory, first proposed by Allan Paivio and later applied to multimedia learning by Richard Mayer. According to Mayer separate channels of working memory process auditory and visual information during any lesson. Consequently, a learner can use more cognitive processing capacities to study materials that combine 
auditory verbal information with visual graphical information than to process materials that combine printed (visual) text with visual graphical information. In other words, the multi-modal materials reduce the cognitive load imposed on working memory.In a series of studies Mayer and his colleagues tested Paivio’s dual-coding theory, with multimedia lesson materials. They repeatedly found that students given multimedia with animation and narration consistently did better on transfer questions than those who learn from animation and text-based materials. That is, they were significantly better when it came to applying what they had learned after receiving multimedia rather than mono-media (visual only) instruction. These results were then later confirmed by other groups of researchers.

The initial studies of multimedia learning were limited to logical scientific processes that centered on cause-and-effect systems like automobile braking systems, how a bicycle pump works, or cloud formation. However, subsequent investigations found that the modality effect extended to other areas of learning.

Multimedia System

                          Multimedia System

Multimedia refers to content that uses a combination of different content forms. This contrasts with media that use only rudimentary computer displays such as text-only or traditional forms of printed or hand-produced material. Multimedia includes a combination of text, audio, still images, animation, video, or interactive content forms. Multimedia can be recorded and played, displayed, dynamic, interacted with or accessed by information content processing devices, such as computerized and electronic devices, but can also be part of a live performance. 

Multimedia devices are electronic media devices used to store and experience multimedia content. Multimedia is distinguished from mixed media in fine art; by including audio, for example, it has a broader scope. The term "rich media" is synonymous for interactive multimedia. Hypermedia scales up the amount of media content in multimedia application.
The Multimedia Development Corporation (MDeC - previously known as MDC) is a government-owned institution responsible for the management of the Multimedia Super Corridor (MSC Malaysia) in Malaysia as a technology industry and commerce zone.

Multimedia may be broadly divided into linear and non-linear categories. Linear active content progresses often without any navigational control for the viewer such as a cinema presentation. Non-linear uses interactivity to control progress as with a video game or self-paced computer based training. Hypermedia is an example of non-linear content. Multimedia presentations can be live or recorded. A recorded presentation may allow interactivity via a navigation system. A live multimedia presentation may allow interactivity via an interaction with the presenter or performer. The term multimedia was coined by singer and artist Bob Goldstein (later 'Bobb Goldsteinn') to promote the July 1966 opening of his "LightWorks at L'Oursin" show at Southampton, Long Island[citation needed]. Goldstein was perhaps aware of an American artist named Dick Higgins, who had two years previously discussed a new approach to art-making he called "intermedia." On August 10, 1966, Richard Albarino of Variety borrowed the terminology, reporting: "Brainchild of songscribe-comic Bob ('Washington Square') Goldstein, the 'Lightworks' is the latest multi-media music-cum-visuals to debut as discothèque fare." Two years later, in 1968, the term "multimedia" was re-appropriated to describe the work of a political consultant, David Sawyer, the husband of Iris Sawyer—one of Goldstein’s producers at L’Oursin. Multimedia (multi-image) setup for the 1988 Ford New Car Announcement Show, August 1987, Detroit, MI In the intervening forty years, the word has taken on different meanings. In the late 1970s, the term referred to presentations consisting of multi-projector slide shows timed to an audio track. However, by the 1990s 'multimedia' took on its current meaning.

In the 1993 first edition of McGraw-Hill’s Multimedia: Making It Work, Tay Vaughan declared "Multimedia is any combination of text, graphic art, sound, animation, and video that is delivered by computer. When you allow the user the viewer of the project  to control what and when these elements are delivered, it is interactive multimedia. When you provide a structure of linked elements through which the user can navigate, interactive multimedia becomes hypermedia." 
The German language society, Gesellschaft für deutsche Sprache, decided to recognize the word's significance and ubiquitousness in the 1990s by awarding it the title of 'Word of the Year' in 1995. The institute summed up its rationale by stating "[Multimedia] has become a central word in the wonderful new media world" In common usage, multimedia refers to an electronically delivered combination of media including video, still images, audio, text in such a way that can be accessed interactively. Much of the content on the web today falls within this definition as understood by millions. Some computers which were marketed in the 1990s were called "multimedia" computers because they incorporated a CD-ROM drive, which allowed for the delivery of several hundred megabytes of video, picture, and audio data. That era saw also a boost in the production of educational multimedia CD-ROMs.


Sunday, January 10, 2016

ICT related top 10 universities in the world

         ICT related top 10 universities in the world

1. Massachusetts Institute of Technology (MIT)  United States

The history of the Massachusetts Institute of Technology can be traced back to the 1861 incorporation of the "Massachusetts Institute of Technology and Boston Society of Natural History" led primarily by William Barton Rogers.

2. Harvard University United States

Harvard is the oldest institution of higher education in the United States, established in 1636 by vote of the Great and General Court of the Massachusetts Bay Colony. It was named after the College’s first benefactor, the young minister John Harvard of Charlestown, who upon his death in 1638 left his library and half his estate to the institution. A statue of John Harvard stands today in front of University Hall in Harvard Yard, and is perhaps the University’s best known landmark.

3. University of Cambridge United Kingdom

The University of Cambridge (abbreviated as Cantab in post-nominal letters; also known as Cambridge University) is a collegiate public research university in Cambridge, England. Founded in 1209, Cambridge is the second oldest university in the English-speaking world and the world's fourth-oldest surviving university. It grew out of an association of scholars who left the University of Oxford after a dispute with the townspeople. The two ancient universities share many common features and are often jointly referred to as "Oxbridge".

4. Stanford University United States
In 1876, former California Governor Leland Stanford purchased 650 acres of Rancho San Francisquito for a country home and began the development of his famous Palo Alto Stock Farm. He later bought adjoining properties totaling more than 8,000 acres.

5. California Institute of Technology (Caltech) United States

The California Institute of Technology or Caltech is a private research university located in Pasadena, California, United States. Although founded as a preparatory and vocational school by Amos G. Throop in 1891, the college attracted influential scientists such as George Ellery Hale, Arthur Amos Noyes, and Robert Andrews Millikan in the early 20th century. The vocational and preparatory schools were disbanded and spun off in 1910, and the college assumed its present name in 1921. In 1934, Caltech was elected to the Association of American Universities, and the antecedents of NASA's Jet Propulsion Laboratory, which Caltech continues to manage and operate, were established between 1936 and 1943 under Theodore von Karman The university is one among a small group of Institutes of Technology in the United States which tends to be primarily devoted to the instruction of technical arts and applied sciences.

6. University of Oxford United Kingdom

The University of Oxford (informally Oxford University or simply Oxford) is a collegiate research university located in Oxford, England. While having no known date of foundation, there is evidence of teaching as far back as 1096, making it the oldest university in the English-speaking world and the world's second-oldest surviving university. It grew rapidly from 1167 when Henry II banned English students from attending the University of Paris. After disputes between students and Oxford townsfolk in 1209, some academics fled northeast to Cambridge where they established what became the University of Cambridge. The two "ancient universities" are frequently jointly referred to as "Oxbridge"

7. UCL (University College London) United Kingdom

University College London (UCL) is a public research university in London, England and a constituent college of the federal University of London. Established in 1826 as London University by founders inspired by the radical ideas of Jeremy Bentham, UCL was the first university institution established in London and the earliest in England to be entirely secular, to admit students regardless of their religion and to admit women on equal terms with men. UCL became one of the two founding colleges of the University of London in 1836 and has grown through mergers, including with the Institute of Neurology (in 1997), the Royal Free Hospital Medical School (in 1998), the Eastman Dental Institute (in 1999), the School of Slavonic and East European Studies (in 1999), the School of Pharmacy (in 2012) and the Institute of Education (in 2014). UCL is the largest higher education institution in London and the largest postgraduate institution in the UK by enrollment and is regarded as one of the leading multidisciplinary research universities in the world.

8. Imperial College LondonImperial College London United Kingdom

 Imperial College London is a public research university located in London, United Kingdom. It was founded by Prince Albert who envisioned an area composed of the Natural History Museum, Victoria and Albert Museum, Royal Albert Hall and the Imperial Institute. The Imperial Institute was opened by his wife, Queen Victoria, who laid the first stone. In 1907, Imperial College London was formed by Royal Charter, and soon joined the University of London, with a focus on science and technology. The college has expanded its coursework to medicine through mergers with St Mary's Hospital. In 2004, Queen Elizabeth II opened the Imperial College Business School. Imperial became an independent university from the University of London during its one hundred year anniversary.

9. ETH Zurich - Swiss Federal Institute of Technology Switzerland

ETH Zurich (Swiss Federal Institute of Technology in Zurich, German: Eidgenossische Technische Hochschule Zurich) is an engineering, science, technology, mathematics and management university in the city of Zurich, Switzerland. Like its sister institution EPFL, it is an integral part of the Swiss Federal Institutes of Technology Domain (ETH Domain) that is directly subordinate to Switzerland's Federal Department of Economic Affairs, Education and Research.

10. University of Chicago Chicago

The original board of trustees laid the groundwork for what would become today’s University of Chicago on July 9, 1890, when the group gathered to hold the University’s inaugural board meeting and drafted the University’s articles of incorporation. This guiding document outlined elements the founders believed would build an enduring legacy for the University: a commitment to offering a rigorous academic program and an ambition to provide “opportunities for all departments of higher education to persons of both sexes on equal terms.” On September 10, 1890, the State of Illinois issued the University’s official certificate of incorporation, marking the formal beginning of the University’s life.








Thursday, January 7, 2016

iphone

                                          iphone

The history of the iPhone line of phones begins with a direction from Steve Jobs to Apple Inc.'s engineers, whereby he asked them to investigate touchscreens and a tablet computer, which later came to fruition with the iPad. Also, many have noted the device's similarities to Apple's previous touch-screen portable device, the Newton Message Pad. Like the Newton, the iPhone is nearly all screen. Its form factor is credited to Apple's head of design, Jonathan Ive.
 In April 2003 at the "All Things Digital" executive conference, Jobs expressed his belief that tablet PCs and traditional PDAs were not good choices as high-demand markets for Apple to enter, despite many requests made to him that 

Apple create another PDA. He did believe that cell phones were going to become important devices for portable information access, and that what mobile phones needed to have was excellent synchronization software. At the time, 

instead of focusing on a follow-up to their Newton PDA, Jobs had Apple put its energies into the iPod, and the iTunes software (which can be used to synchronize content with iPod devices), released January 2001. On September 7, 

2005, Apple and Motorola released the ROKR E1, the first mobile phone to use iTunes. Jobs was unhappy with the ROKR, feeling that having to compromise with a non-Apple designer (Motorola) prevented Apple from designing the 

phone they wanted to make. In September 2006, Apple discontinued support for the ROKR and released a version of iTunes that included references to an as-yet unknown mobile phone that could display pictures and video. Ed Zander (Motorola CEO at the time) “inspired” Steve Jobs with Moto's multimedia (e.g., iTune) + smartphone product concept. In result, Apple gained new product concept which was named "iPhone" while Motorola ironically walked away with limited version of iTunes app for Rokr/Slvr.

On January 9, 2007 Steve Jobs announced the iPhone at the Macworld convention, receiving substantial media attention, and that it would be released later that year. On June 29, 2007 the first iPhone was released.

On June 11, 2007 announced at the Apple's Worldwide Developers Conference that the iPhone would support third-party applications using the Safari engine on the device. Third parties would create the Web 2.0 applications and users would access them via the internet. Such applications appeared even before the release of the iPhone; the first being "OneTrip", a program meant to keep track of the user's shopping list. On June 29, 2007, Apple released 

version 7.3 of iTunes to coincide with the release of the iPhone. This release contains support for iPhone service activation and syncing.

iOS 9                                                    

iOS 9 brings you refinements at every level from the apps you see on your Home screen down to the foundation of the system. Siri is smarter than ever, proactive suggestions keep you on track, and multitasking on iPad hits an all-

new high with Slide Over, Split View, and Picture in Picture. All these enhancements enable your devices and you  to do so much more every day.
iOS is the world’s most advanced mobile operating system, and it’s the foundation of iPhone, iPad, and iPod touch. It comes with a collection of apps and features that let you do the everyday things, and the not-so-everyday things, 

in ways that are intuitive, simple, and fun.
Because Apple makes both the hardware and the operating system for iPad, iPhone, and iPod touch, everything is designed to work together. So apps take full advantage of hardware features such as the dual-core processor, 

accelerated graphics, wireless antennas, and more. With multitasking, you can make the most of your big iPad display to work in two apps at once. iOS learns when you like to use your apps and updates the content in them at 

power-efficient times, like when your device is already in use and connected to Wi-Fi. So the content in your favorite apps stays up to date without a major drain on your battery.