TOPIC 7 & 8 TECHNOLOGY
TOPIC 7 & 8 TECHNOLOGY
7.0 Introduction
This section will discuss the concept and role of Augmented Reality, Virtual Reality,
Mixed Reality, and the Internet of Things.
(a) Definitions
AR (Augmented Reality) refers to the combination of the real and virtual world through
the combination of objects such as text, graphics, audio and animation for users to
experience a learning experience in three dimensions (3D) (Billinghurst, 2002; Kesim &
Ozarslan, 2012).
(b) Role
(ii) the shape of 3D objects in the virtual world implementing A learning approach
provides opportunities to increase students' involvement, experience and new skills.
learning,
(c) Benefits
(d) Example
"Dinosaur 4D+" allows users to see dinosaur movements in 3D by using a scan card.
The application also allows users to rotate, zoom in, or focus on the object. In addition,
this application also provides additional information related to dinosaurs to the user.
4D Elements uses augmented reality to help students explore chemical elements and
reactions making learning chemistry more interactive and fun. This application allows
users to search for atomic weights, chemical elements, reactions and names between
two types of chemicals being tested.
"Google Expeditions" which allows users to see 3D objects such as volcanoes, storms
and even DNA (deoxyribonucleic acid) in the classroom. This application provides more
than 100 types of expeditions in the form of AR that include the history of technology,
landing on the moon and so on.
(a) Definitions
(b) Role
VR is meant to help students learn about the world around them in a safe and controlled
environment.
(c) Benefits
VR is completely virtual.
MR (Mixed Reality) is a combination of the physical and digital worlds using augmented
reality (AR) and virtual reality (VR) technologies. MR uses advanced computer
technology, digital graphics and physical motion that allow users to interact with physical
and digital objects in real time. Examples of MR include Instagram or Snapchat filters,
virtual makeup applications and virtual furniture fitting (Dieker et al., 2008).
(b) Role
(i) Universal
(ii) Versatile
● MR can be used to teach any topic because students can interact with data sets,
complex formulas and abstract concepts that may be more difficult to understand
through teacher explanations. Students absorb and receive information more
easily by doing than by listening.
● Student safety issues and the expense of field trips are no longer a constraint
because now students can explore the Ziggurat at Chichén Itzá, dive under coral
reefs, and anywhere else.
(v) Provide a more interesting, enjoyable and effective learning experience, for example:
● Science
● Social Studies
MR tools are used to design architectural models, recreate historical or natural sites,
explore foreign countries and connect with new and different cultures. Topics related to
literature or economics have finally become more realistic through MR devices.
The Internet of Things describes a network of physical objects (things) embedded with
sensors, software and other technologies to connect and exchange data with other
devices and systems via the Internet (Bakla, 2019; Gul et al., 2017).
(ii) e-books that can be downloaded and are available with zooming and saving
functions
Smart mobile devices, smart refrigerators, smart watches, smart fire alarm detectors,
smart door locks, smart bicycles, fitness trackers, smart security systems, etc.
(c) Role
● Students can benefit from IoT such as smart boards that display animated and
3D versions to better explain concepts for topics being studied.
● IoT-based devices and systems become more efficient with the use of AR.
Information can be delivered to students just by scanning the barcode of the topic
being studied.
● AR that combines sound and graphics in the system/software can improve the
understanding/explanation/vision in 3D form of the topic being studied. For
example, the anatomy of the human ear and its functions can be understood
more clearly in an animated way than with theoretical explanations in the
classroom.
(ii) Improve interaction and productivity
● Classes based on virtual applications using smart phones make learning more
interactive. This interactive learning can in turn make students more interested in
engaging in learning activities. Self-learning can also be implemented as
students can revise the topics taught according to their schedule/free time from
the portal/website or by scanning the code on the learning material to view the
information in digital form. This entire process can make students more
independent and improve their abilities/productivity.
● IoT-based systems in the form of applications or software that have time tracking,
data storage and summarization functions allow institutions to offer courses to
students from different locations to access lectures, pre-recorded classes,
online-based assessments in the learning management system through user IDs.
and password provided.
● The incorporation of IoT tools and smart devices transforms learning and the
classroom environment is modified to meet the special needs of students with
disabilities. For example, a system of gloves connected with tracking devices and
tablets to generate information in verbal communication, translate sign language
that teachers can use to teach concepts in textbooks.
(V) Automatically record student attendance
● Marking student attendance is a teacher's daily task at school. IoT can help
reduce this workload for teachers so they can focus more time on teaching
activities. Biometric or barcode-based attendance with student ID card numbers
can be used to automatically record attendance as they enter the classroom.
Student absence messages will also be sent directly to students' parents so that
they are aware of their child's attendance at school.
● In the event of any fire or short circuit, IoT-based detection devices can activate
alarms in the incident area immediately and accurately and reduce the
complexity and danger in resolving the issue. In addition, LoT-based detectors
can be activated so that alerts and assistance can be obtained automatically in
the event of a break in the school's smart door lock. In conclusion, IoT not only
ensures security but also facilitates management in solving security issues on
school/institutional premises.
(vii) Close monitoring
● The IoT tracking tool automatically collects data and suggests teaching topics
that interest students for further learning. IoT also makes it easier for teachers to
track students' grading and progress/performance. To prevent the misuse of
smartphones for unauthorized activities, student devices can be connected to the
school's wifi system to access the internet controlled by the school/institution.
Student device functionality can also be changed and designed to support only
certain types of applications and systems to facilitate parental control and
teacher monitoring.
7.2 Gamification
7.2.1 Scratch
Scratch is a type of gamification application that was first launched in 2007 at the MIT
(Massachusetts Institute of Technology) Media Lab. Scratch is a block-based platform
developed as open source to support a variety of creative expressions. Scratch is a free
programming language tool used to enable students to learn how to code with attractive
visuals (Scratch Wiki, 2015).
(i) Scratch is a visual programming language that allows students to create their own
stories, games and interactive animations easily and fun.
(ii) Scratch is designed specifically for young people (age 8 and above) to help them
develop the 21st century learning skills of thinking creatively, communicating clearly,
analyzing systematically, being able to use technology, collaborating effectively, making
designs repeatedly and continuously learning.
(iii) Scratch, encouraging computational thinking and problem solving skills; creative
teaching and learning; self-expression and cooperation; and equity in computing.
(iv) Pupils learn to think creatively, work collaboratively and reason systematically while
using Scratch to code their own interactive stories, animations and games.
(v) Students can share interactive media such as stories, games and animations with
audiences from around the world.
(vi) Scratch encourages students to think outside the box and come up with creative
ways to solve problems. In the process of creating code, they have to figure out how to
break down complex ideas into smaller, more manageable parts. This process helps
them develop problem-solving skills that can be used in other areas of their lives.
(vii) Scratch is one way for teachers to bring students into the fun world of coding and
programming because it is a programming tool aimed at students as young as eight
years old.
(1) The Stage is the most important element in Scratch Programming. All the design will
happen here. The Stage background can be designed in different shapes.
(2) The sprites refer to the main actors or characters of the Scratch project. Sprites are
programmed to do things in Scratch. Sprites can be moved, changed appearance, react
when touched and controlled by the player. Sprites can also be programmed to speak in
speech bubbles and play sounds and music. A project can have many sprites, and each
sprite can have many scripts.
(3) The Script tells the actor what to say or do. Each sprite is programmed with a script
to execute certain commands.
(i) Scratch triggers students' creativity in storytelling, games and animation. Students
can collaborate on the same project through the use of Scratch and share their projects
online.
(ii) Scratch develops students' 21st century skills through the use of technology.
(iii) Scratch can be used by all students at various age levels including primary,
secondary, and adult students.
(iv) Scratch is used in more than 150 countries and is available in more than 40
languages.
(v) Scratch can be used across the curriculum and students/teachers can create and
share resources through Scratch.
(vi) Scratch is a free program that allows the public to access Scratch for personal and
academic use.
(i) Other people can take the material made as their own (This is actually called a
remix).
(ii) The teacher cannot monitor what the students create in the early stages.
Inappropriate materials may be used by students without the teacher's knowledge.
(iii) Students under the age of 13 need to use a parent/guardian's email address, some
parents of students who do not have an email address make it quite difficult to use
Scratch.
7.2.2 Minecraft
Minecraft offers several game modes that allow players to experience the open world in
a unique way. Minecraft offers three different game modes: Adventure, Survival and
Creative. Each game mode has four difficulty levels: Peaceful, Easy, Normal and Hard.
(i) Adventure the player interacts with objects (levers) and mobs to complete the
adventure.
(ii) Survival after randomly being born in a new world, the player is required to try to
survive by collecting materials, building shelters, gaining experience and resisting mobs
or hostile objects.
Adventure and Survival modes are the same. The difference between Adventure and
Survival modes is that Adventure players can download adventure maps created by
other players. Both modes allow the player to fight hostile creatures or mobs (such as
spiders, zombies and black creatures with glowing eyes), build structures and manage
health stats continuously.
(iii) Creative- Creative mode is the best option for beginners. This mode gives the player
access to almost all resources (for example, blocks and items that are invulnerable and
have the ability to fly) in the game. The purpose of this game mode is to create/design a
unique world.
The Minecraft game involves cooperation between players and other teammates. For
example, they need to rely on each other in the process of gathering and sharing
resources to achieve a common goal. They need to work together positively to achieve
their goals while building friendships with teammates.
The ability to solve problems determines how well an individual can overcome obstacles
in real life. For example, "survival mode" in Minecraft trains players to hold back hunger
and health in the face of dangerous monsters and other obstacles. They have to figure
out how to escape, find shelter and learn to survive in the digital game scene/world
using a short amount of time. This situation encourages players' critical thinking when
they need to react quickly and efficiently to solve real-world problems.
(i) Accessible
Minecraft is an open environment that allows young learners the freedom to explore the
world and explore without following a strict set of rules. For example, the avatar collects
resources by cutting down trees and cleaning up dirt. Finally, these resources can be
used to create other tools. Tools can start with simple ones like hammers, axes and
shovels. Players can build complex tools such as circuits, trains and houses after
acquiring enough resources.
Students are free to write their own stories, collaborate with friends, and build anything
they want in a safe and secure environment.
Minecraft can be played by students of all ages. Parents are also allowed to control their
children's games in Minecraft.
Minecraft players tend to be addicted to the open-world sandbox game that offers hours
of fun without noticing the passing of time.
Addiction to excessive game habits causes players to focus less when studying. This
condition may be harmful to health and affect an individual's academic performance.
Industrial Revolution 4.0 will create new jobs and will also eliminate some types of
existing jobs. For example, highly skilled workforce to develop software systems,
artificial intelligence, designers, program operators are indispensable. On the other
hand, low-skilled jobs such as production operators may be slowly affected as their
labor is no longer needed and will be replaced by the use of robots or other
computer/digital systems.
In this context, changes in the education system need to be made by giving early
exposure to technologies related to Industrial Revolution 4.0 to students starting from
primary school to university. Early preparation is necessary in order to produce skilled
workers who can meet the needs of the market in the future. Based on current trends,
Industrial Revolution 4.0 will require changes in the main aspects of education in terms
of structure/management of education, content, and delivery/pedagogy.
Industry Revolution 4.0 will cause changes in business models across sectors. To face
this cycle of change, lifelong learning that emphasizes the continuous learning process
will be made a part of a person's culture and lifestyle in order to maintain competition in
the professional field they are engaged in. This phenomenon requires collaboration
between educational institutions and industry.
Additionally, the invention of mobile devices, cloud computing, social networks and big
data enable personalized learning. Learning can be carried out independently in terms
of time and place/location. The increasing demand for mobile learning makes Massive
Open Online Courses, virtual classrooms, remote labs, virtual labs and game-based
learning as learning tools which is important.
Content changes are not limited to technical education only, but also include all
disciplines in general. New emphasis needs to be placed on new content that cuts
across disciplines and soft skills. An important segment of Industrial Revolution 4.0 will
likely lie in interdisciplinarity between courses such as electrical engineering,
mechanical engineering, business administration and computer science. Therefore,
close collaboration between universities and industry and stakeholders will become
more important to implement Education
Education 4.0 must be able to produce graduates who are creative and able to think
critically. In addition, graduates also need to be innovative and have entrepreneurial
characteristics and flexibility in dealing with complex problems. Therefore, teaching
techniques will emphasize problem solving, critical and creative thinking. Education 4.0
is proposed to apply cognitive, affective and psychomotor domains in the teaching and
learning process. In the cognitive domain, application, analysis, evaluation and creation
will be more important than the lower level cognitive skills. Emphasis on meaningful
learning. Project and scenario-based teaching strategies and practice/practical oriented
learning.
The new era of education will focus on the use of IoT, cloud computing, AR, AI and
other technologies that are key components of Industrial Revolution 4.0. IoT devices
that will be commonly used in classrooms include interactive whiteboards, tablets and
mobile devices, 3D printers, wireless door locks, attendance tracking systems, stable
Wi-Fi, robust networks and bandwidth. In other words, the use of IoT will become a new
trend in teaching activities and classroom management.
The application of big data analysis in teaching and learning will shape a new learning
environment in the future. The use of learning analysis can help teachers to monitor
progress or track the success and failure of each student's mastery of knowledge and
skills for each topic so that further steps or actions can be taken. These steps include
the use of systems/applications that can provide appropriate training to each student
automatically based on their level of progress.
TOPIC 8
8.0 Introduction
The rapid development in the era of technology becomes a must to study the issues
that need to be thought about in order to protect the copyrights of other people's works
and products. In addition, this chapter will examine the challenges that may exist as a
result of the rapid development of technology. Among the issues and trends that will be
discussed include protected copyright, intellectual property, cyber law, security,
confidentiality and plagiarism. In addition, attention is also given to the challenge of
integrating technology to organizational support, teacher readiness, student readiness,
technology infrastructure, skills training. Next, this chapter will also discuss the
challenges of technology integration for students with different academic abilities and
special education needs.
Copyright is an exclusive right granted by law for a certain period of time to the creator
of a work to control the use of their work. Copyright protection in Malaysia is based on
the Copyright Act 1987.
• Copyright on any literary, musical or artistic work exists during the lifetime of the
creator and shall continue to exist until the expiration of a period of fifty years after his
death.
• Copyright must exist for 50 years from the publication of the work, provided for film
works and sound recordings. For the performer, the copyright must exist from the
performed performance or fixation in the sound recording.
(c) Posting
• Creators, copyright owners and performers are granted exclusive rights to control
under copyright law. The legal rights granted to them include the right to enforce their
copyrighted works in cases of infringement either through civil or criminal action. In
terms of criminal conduct, it is carried out by the Enforcement Division of the Ministry of
Domestic Trade, Cooperatives and Consumerism (KPDNKK) or the Royal Malaysian
Police.
(i) Paternity Rights: This right allows the author (of the work) to be recognized and
demand that the originality of their creation be maintained.
(ii) Integrity Rights: This right allows the author to prevent any user from
misrepresenting, recording or modifying his work where the result of the significant
modification will change the original work and harm the honor or reputation of the
creator.
8.1.3 Statutory Rights
The moral rights granted under the provisions of the Copyright Act are considered to be
the statutory rights of the creator over his work. So any infringement of copyright is
considered a breach of statutory duty.
Definition of 'Behaviour'
Live Performance
Include:
(a) The performance of a play, or part of such a play, includes something such
performances are made using puppets, or performances of a spontaneous play.
(c) The reading, recitation or delivery of a literary work, or part of such a work, or the
spontaneous reading, recitation or delivery of a literary work.
(e) Performances of circus acts or variety acts or any similar spectacle or show.
Excludes:
(a) Any reading, speaking or delivery of any news material or information.
Eligibility for Protection for the performer must exist in every live performance where the
performer is:
(ii) Has been incorporated in a sound recording protected under this act.
(iii) Not yet specified in a sound recording but included in a broadcast that is eligible for
protection under this Act. The duration of the Protection Performer's Rights is granted
for 50 years from the date of presentation.
Anyone who uses any copyrighted work without permission from the author, copyright
owner and performer, is an infringement under the Copyright Act 1987. Among the acts
of copyright infringement include:
(a) reproduction of any copyrighted work in any material form by way of screening,
performance or distribution to the public;
(b) importing infringing copies of copyrighted works into the country of Malaysia for
other than permitted private use;
(c) making infringing copies of copyrighted works for the purpose of sale or rental to the
public;
(d) the sale, rental and distribution of any infringing copies of copyrighted works by way
of trade, disclosure and offering for sale or rental;
(e) possess the infringing copy for commercial purposes other than permitted private
use;
(f) exhibiting infringing copies of copyrighted works for commercial purposes to the
public.
Law is one of the policies of the government created for the good of the country. This is
because through laws we can regulate and control society. However, most people do
not like the law because they think their lives are not free. In the context of the Internet,
cyber laws were created to ensure that netizens use cyberspace properly and prudently.
One of the good steps in dealing with the issue of cyber threats is through the
enforcement of cyber laws.
Cyber law is a law related to the use of the Internet that includes elements of technology
including hardware, software and information systems. This law is a new area in the
legal system to protect all matters related to digital technology and the Internet.
The Internet has become a necessity for everyone in daily life whether in business,
education, communication, social and running the banking system and so on. Although
the Internet provides many conveniences to users, there are still a few individuals who
misuse and are less responsible for using the Internet for the purpose of online fraud.
Identity theft, virus attacks and hacking. Therefore the government has introduced
drastic measures to curb cyber crime. Among the cyber laws in Malaysia are as follows:
8.3 Plagiarism
Plagiarism is included in the offense of cheating and stealing in addition to being against
the ethical and legal basis (Brandt, 2002; Smith, 1999). According to Christopher Ricks
in the British Academy Lectures, plagiarism is an act that has been considered immoral
for centuries (Goldgar, 2001).
Plagiarism is a violation of an author's moral rights. Droit moral (moral right) is of French
origin, which according to Earl W. Kintner (Kintner & Jack 1975:355) is:
"The right to prevent others from altering or diminishing his work, the right to prohibit
others from attributing his name to a work not made by him, and the right to prohibit
others from using his work or his name to damage the reputation of his skill or position."
(a) Changing other people's work and making a certificate as one's own.
(d) Failing to insert quotation marks against taken quotations. Giving wrong information
about the source taken.
(e) Only change the wording but retain the source sentence structure without giving
credit.
In addition, the use of images, audio and video without obtaining permission from the
owner is also considered plagiarism. The following are activities that can be categorized
as plagiarism:
(b) Create video material using video footage owned by others who have copyright
reserved.
Here are the things that need to be emphasized to avoid act of plagiarism:
(a) "Paraphrase" i.e. repeating something written with different words or sentences, in a
simpler and clearer form.
(b) Making "Citations" which are reference sources used such as books, research
papers, or journals.
(c) "Outing" - Repeat or copy (words from a text or speech written or spoken by another
person).
• Including the plagiarism policy together in the course learning measures will remind
students of the definition and consequences of plagiarism. Discuss plagiarism on the
first day when informing and discussing the syllabus to show the implications of
plagiarism.
(e) Teaching the method of making citations Teachers should show and teach the
correct method of making citations to appreciate the work of others and teach students
to understand plagiarism more seriously.
(g) The use of quotations There is no better way to teach the concepts of the
importance of using quotations unless the teacher himself shows it with leadership by
example. Practice using quotes include in all your sharing notes.
There are several applications that can be used to check the level of plagiarism.
Students can use this application to check the rate of plagiarism activity on the writing
produced. Among the applications that can be used are Turnitin, DupliChecker,
Grammarly, Paper Rater, ProWriting Aid, PlagScan and others.
Today, there is change, progress, technological evolution where most of the Malaysian
community consisting of young generation Y, generation Z and alpha are more inclined
to choose new media as a source of information compared to conventional media such
as newspapers, radio and news on television. This is because they are more
comfortable using new media as an information search agent because it is fast and only
at the tip of the finger making it very popular, a lifestyle or a trend accepted by society in
today's technological age.
8.5 Confidentiality
This involves someone such as a trustee, administrator or someone who serves in the
public service abetting and disseminating confidential material to another party.
8.6 Safety
Safety is defined as a state of being free from unacceptable threats or risks. Security
maintenance is an ongoing process. It involves regular activities that must be done from
time to time to ensure safety because threats and risks are constantly changing.
Information and Communication Technology Security (ICT) means a situation where all
matters of providing and supplying services based on ICT systems run continuously
without interruptions that may affect security. KTMK is closely related to the protection of
ICT assets.
(d) Ensure access is limited to authorized users and information is from authorized
sources.
(b) Integrity - Data and information must be accurate, complete and up-to-date. It can
only be changed in an authorized way;
(c) Undeniable - The source of data and information must be from a valid and
undisputed source;
8.6.1 Principles
(c) Accountability
Users are responsible for all their actions against ICT assets.
(d) Exclusion
The task of creating, deleting, updating, changing and validating data needs to be
isolated to prevent unauthorized access and protect ICT assets from errors, gradual
information leakage or manipulation. Isolation also includes the act of separating
between operational groups and networks.
(e) Auditing
Auditing is an action to identify ICT security incidents or identify situations that threaten
ICT security. It involves the preservation of all records related to ICT security measures.
ICT assets such as computers, servers, routers, firewalls and networks must be able to
generate and store logs of security actions for audit trail purposes.
When using a mobile device, things must be observed to ensure information security is
as follows:
(a) Portable equipment must be stored in a safe place when not in use:
(b) Protective measures must be taken to prevent loss of equipment, data, disclosure of
information and unauthorized access;
(c) User technical support services are limited to official matters only, and
(ii) The location and robustness of physical security shall depend on the need to protect
assets and the results of a risk assessment;
(iii) The guest room of the premises must be controlled by an officer or other control
method;
(iv) Perimeter security (obstacles such as walls, control fences, security guards) shall be
used to protect areas containing information and information processing facilities; and
(v) A suitable intrusion prevention system shall be installed in the physical security area.
(b) Physical Access Control
Access control is a key activity in the aspect of information security. Physical access
controls should be identified and physical access mechanisms should comply with
established rules and guidelines. The access control mechanism is as follows:
(i) All ICT equipment must be supplied with a suitable electricity supply;
(ii) Support equipment such as Uninterruptible Power Supply (UPS) and generators
must be used for critical services such as in the Data Center so that the power supply
continues;
(iii) All power supply support equipment should be checked and tested on a scheduled
basis and if it is necessary to install an alarm device to detect damage; and (iv)
Emergency lighting and communication shall be provided and an emergency switch to
shut off the supply shall be provided.
8.6.4 Equipment Security
(i) The user must be fully responsible for the ICT equipment by ensuring that the related
ICT equipment is equipped with antivirus and perform regular scans;
(ii) The user must check and ensure that all ICT equipment under his control is working
perfectly;
(iii) Users are not allowed to make any modifications to the hardware and software that
has been installed without permission;
(iv) Any ICT asset management activities such as movement and loss of assets must be
managed in accordance with regulations;
(v) The operation of ICT equipment must comply with and refer to the current
regulations in force; and
(vi) Users are absolutely prohibited from changing the administrator password
(administrator password) of the equipment that has been set.
(i) Storage media must be stored in a good storage space and have security features
appropriate to the content of the information;
(ii) Access to enter the storage media storage area shall be limited to authorized users
only;
(iii) All storage media must be controlled to prevent unauthorized access, theft and
destruction;
(iv) All storage media containing critical data must be stored in a suitable place and
have security features;
(vi) All storage media that need to be disposed of must be done in an orderly and safe
manner; and
(vii) The deletion of information or media content must be approved by the owner of the
information first.
As digital citizens, students have an important role in building a positive and productive
digital environment. Here are some important roles of students as digital citizens:
To build a positive and productive digital society, students as digital citizens must play
an active and responsible role in the digital environment.
The integration of technology in various aspects of life has brought many benefits and
conveniences, but also poses challenges that need to be overcome. Some of the
technology integration challenges faced are as follows:
(a) Infrastructure and Accessibility
(b) Cost
• The high cost of purchasing equipment and Internet access is also a significant
challenge in technology integration. This can be a barrier for groups of people who do
not have access to sufficient financial resources.
(c) Dependencies
• Technology integration can also raise security and privacy concerns. Unwise use of
technology can make personal information vulnerable to abuse and cyber attacks.
Technology is often created by people from different cultural and linguistic backgrounds.
This can create problems in the use of technology among different user groups.
8.8.1 Organizational Support
Organizations can provide important support in the integration of technology, both for
the internal benefit of the organization and to support the public. Some forms of
organizational support in technology integration are as follows:
Organizations can drive innovation and new discoveries through the use of technology
and support employees to develop new ideas that can improve the organization's
efficiency, productivity and service quality.
(e) Improve Work Experience of Employees
• Using technology, teachers can enrich learning with interesting digital resources, such
as videos, animations and simulations. This can help students better understand the
material and retain information better.
• With the existence of technological infrastructure such as fast Internet connection and
learning software, teachers can deliver learning materials more efficiently and students
can access learning resources more easily. Teachers can use more innovative and
effective learning methods. This can improve the overall quality of education and
prepare students for a future that is increasingly dependent on technology.
(c) Increase Student Motivation
• Students are often more attracted to technology and innovative ways of learning.
When teachers use technology in learning, it can increase student motivation and make
them more eager to learn.
• By using technology, teachers can save time and energy in planning and implementing
lessons. For example, the use of online classroom applications can help teachers
organize assignments and monitor student progress more efficiently.
• Adequate technology infrastructure can help students get used to using technology
and develop the digital skills needed for the future.
• With an Internet connection and mobile devices, students can access a wider range of
educational resources, including learning videos, e-books and online courses.
Digital learning skills training is a significant challenge for today's teachers, especially
when facing the use of technology in the learning process. Some of the challenges in
training digital learning skills for today's teachers are as follows:
• In facing the use of technology in learning, teachers need to change their traditional
paradigm and learn how to integrate technology in learning. This requires a willingness
to learn and adapt new approaches in teaching.
• Teachers often do not have adequate skills and training to use educational technology
and a lack of support in terms of professional development. This can be an obstacle for
teachers in adapting technology in the teaching process.
• Teachers often have a heavy workload, and lack of time to learn and master
educational technology which can be an obstacle in preparing themselves and students
for a future that is increasingly dependent on technology.
(e) Rapid Changes
• Technology continues to develop rapidly, and teachers need to learn and master new
technologies continuously. This requires active learning skills and a willingness to keep
up with the latest technological developments.
Along with the rapid development of technology, the use of technology in learning is
becoming more and more common. However, students' willingness to integrate
technology in learning can vary depending on various factors, such as socio-economic
background, knowledge of technology, and learning preferences.
Some factors that can increase students' willingness to integrate technology in learning
are:
• Students who are used to using technology since childhood will be easier and more
open to using technology in learning.
• The use of interesting and fun technology such as games or videos learning can
encourage students to engage in learning.
(c) Provide Technology Training
• Appropriate and effective technology training can help students understand how to use
technology in learning and increase their confidence in using technology.
• Ensuring that students have easy and smooth access to technology devices and
Internet connections can make it easier for students to integrate technology into
learning.
(b) Hardware
Learning software can help students understand material in a more interactive and
engaging way, such as foreign language learning apps or physics simulations.
• Multimedia technology such as projectors, cameras and audio devices can help
increase student interaction and participation in the classroom, and make learning more
engaging and enjoyable.
With the availability of technological infrastructure facilities, teaching and learning can
be more inclusive, effective and efficient. However, it is important to ensure that all
students have equal access to these technologies to minimize the digital divide in
education.
Industrial Revolution 4.0 is a new stage in industrial development marked by the use of
increasingly sophisticated digital technology. Some elements of industrial revolution 4.0
include:
• Technology that allows electronic devices to connect and exchange data via the
Internet. Examples include sensors and devices connected to Internet networks.
(b) Big Data
• A term that refers to the large and complex amounts of data generated by IoT devices
and other technologies. Big data analytics can provide new insights into customers,
business operations and market trends.
• Technology that allows computers to process information and make decisions like
humans. Examples include machine learning, deep learning and natural language
processing.
(d) Robotics
• Technology used to create machines that can perform human tasks or tasks that are
difficult for humans to perform.
• Technologies that allow users to interact with digitally created or digitally altered
environments.
A technology that allows access and processing of data and applications over the
Internet, so it does not require data storage on physical devices.
(h) 3D printing
• Technology that enables the manufacture of products by printing them layer by layer
using materials that can be processed through a 3D printer.
8.11 Challenges of Technology Integration for Students with Different Academic Ability
and Special Education Needs
The integration of technology in education has its own challenges when it has to be
applied to students with different academic abilities and special educational needs. Here
are some challenges that may be encountered in the integration of technology for
students with special educational needs:
(a) Accessibility
Students with special educational needs may need special technology devices or
modifications to make the technology accessible and used properly. This can be a
challenge when schools do not have sufficient resources to provide the necessary tools
and modifications.
Some students with unique educational needs may have limited ability to use
technology. For example, students with motor disabilities may have difficulty using input
devices such as a mouse or keyboard. In this regard, teachers need to pay attention to
the individual needs of students and provide alternative solutions to overcome these
limitations.
• Teachers and school staff may need more specialized training and support to integrate
technology with special education needs. This can include training in specific software
or applications that can help students with special educational needs learn effectively.
• Not all course materials or learning content available online are suitable for students
with special educational needs. In this regard, teachers need to find or create content
that suits the needs of students.
• Students with unique educational needs may require different learning approaches. In
this regard, teachers need to adapt learning methods and content to meet the individual
needs of students.