Computers Information

Computers Information



Computers Information


E-Learning Process - Computers, an essential component by Dr. Victor Arokia Doss

Introduction

E-learning provides new ways to facilitate the learning process. In fact, the most significant difference between classroom based and technology mediated education is the shift from focusing on "teaching" to an emphasis on "learning." As a new mode for delivering education, e-learning has changed the educational landscape more rapidly than any other teaching and learning process. It has changed the " Class room based" teaching into a boundary-less education. Few examples of technological innovation in education are;

1. Satellite Based Education 2. Web based Education 3. Virtual & Digital Library assisted Education 4. ICT(Information and Communications Technology) Based Courses

Of which online learning, commonly called as e-learning has become the method of choice among students, full-time/part-time employees, Adult learners, and learning enthusiasts.

The benefits of Technology enabled Teaching learning methods (TETL) are;

* Individualized and Comprehensive Course Material * Dynamic learning in real time * Linking of learners/practitioners * Competitive edge over other media * Provision for faster learning at reduced cost * Increased and repeated access at anytime, anywhere * Clear accountability * Use of variety of media * Easy Access/Exchange of information * Self-directed learning

More Learning Styles can be provided and higher levels of learning are possible. Students working online have anonymity and this may increase interaction and critical evaluation. Moreover the technology is familiar. Methods, Techniques, and Devices are three basic components inherent in the establishment of an alternative learning environment. The students are central in this model. At their disposal are the interactive environment (asynchronous / synchronous), learning resources, the course content, and the teacher. The teacher only provides the material taking into consideration the requirements of students of all level. Technology

How might technology expand the set of learning outcomes ? The composition of the Multimedia used before were audio/video (A/V) tools such as Audio cassettes, Video tapes, VCDS or DVDS so as to facilitate learning. But with computer as a learning tool now, students, with more realistic problems and time to focus on conceptual understanding, can practice higher-level thinking skills, e.g., evaluation, synthesis, analysis, and the development of deeper understanding. With powerful tools, they can actually design or optimize a structure, mechanism, circuit or process using realistic models and constraints. For example, students can use a computer to design a control system to satisfy a set of specifications instead of analyzing the stability as a function of a single convenient parameter.

Students can develop the ability and confidence to learn new software applications on their own. By learning to use various software packages as tools, they develop intuitive, internal models of these packages that will allow them to learn new applications more rapidly and with less support. For example a student can be put on simulation course on the operation of Oscilloscope for testing various electronic circuits/components. As giving the costly equipment to each and every student is not necessary and no wear and tear of the equipment takes place as it is completely a virtual exercise. Besides it can be repeated any number of times till the student becomes well versed with it. Thus, faculty can build experiences that simultaneously increase a student's confidence and knowledge of technology and their capabilities for self-directed learning.

The technology-enabled model is one-student-many teachers and What is needed is investment in e-infrastructure but not huge real-estates. Well-prepared instructional content ( Internet or CD based) will double the capacity without any demand for additional physical infrastructure. The real difference lies in the learning pedagogy and ambience that supports self-motivated learning. Learning partly in self-induced mode builds confidence and a mindset to stand on one's own feet. It does not mean lectures, hours after hours. Self-study coupled with e-chat with experts and peers leads to more effective learning as found in IIT Chennai. When a question posed by a student, is answered by a fellow student, they are more comfortable with peer-to-peer learning . Conclusion

The requirements of the learners and the society is very clear and real. The thinking and analytical capacity of the coming generations are high. Their inherent ease in usage of modern gadgets is to be harnessed. Thus the content providers and the technocrats should provide quick and novel solutions for managing, packaging and delivering the solutions to satisfy the requirements of the academia, society and the market, as well, in the coming years.

About the Author
Dr. victor had published one book, three e-books and few articles in peer reviewed international journals. He had presented research papers in national and international confrences.



Retro Computer CPU Alphabet Soup by Kirk W. Nobbe

It may seem to some vintage computer newcomers that the plethora of numbers in the designation of early pc CPU and model types is just too confusing. After all isn't Pentium, Pentium III and IV self explanatory? After all what do the numbers and terms 8088, 8086, 286, 286 and 486 represent anyway and what is the difference among them all?

To begin with the 8088 is the oldest of the early PC central Processing Unit (CPU) variant models. which means a rectangular case with two rows of 20 pins. DIP stands for Dual In-Line Package. Older 80800 CPUs are called 8088-2. As they can only run at lower speeds (believe it not 5 MHz or slower compared to a now 4000 MHz computer). The faster models - the "Turbo" PC/XT clones ran at faster rates of 6.6, 7.16 or even 8.0 MHz. IBM function with the PC was so shut the market down to protect their lucrative central core of their business- mainframe computers. You can imagine upper brass at IBM was not too thrilled at the competitive upkill from "Clone" manufacturers such as Compaq or later Dell. By the way the 8088 had the equivalent of approximately 27,000 transistors.

Next in line along the route of vintage computer evolution was the 80286 chip. Designed by Intel in 1981 its package is a square of plastic called a "PGA" which stood not for professional golf association but rather "Pin Grid Array Package". The 286 Vintage Computer CPU also came in a cheaper version (the Celeron of its time) called the PLCC or "Plastic Leaderless Chip Carrier". The PGA Package had an inner and outer square of solid pins whereas the PLCC arranges thin tinfoil- like legs around its perimeter. The 286 packed a wallop of more power that the 8088 did. The 80286 is the equivalent of about 130,000 transistors in the actual similar volume of the 8088's 29,000 transistors. Not unexpectedly similar to the heat production problem of todays Pentium type computers extra cooling requirement is needed. We are left today in our modern computers with the benefits of the foresight of the electronic engineers of the day with the inventions of various types of heat sinks. Heat sinks one way or another are in effect radiators to dispel heat in a similar means and manner to you might have in your car. Small metal caps were first developed or metal cooling fins were added on top of the CPU chip to better dissipate the heat especially in both higher end products, CPUs in intensive work situations and CPU operating in severe hot climates or in hot workplace settings. It must be appreciated that it was always the higher or leading edge products that were under the most pressure and scrutiny both as for the heat they produce, their performance work and environmental pressures and for customer expectations of reliability and performance for these most expensive flagship products of the computer industry of its day.

Lastly came the 386 chipset which is the direct predecessor of our modern Pentiums. The chip is properly called the 80386 by the still leading chip manufacture Intel. Introduced in 1985, the 80386 comes in a PGA package and is the equivalent of about 250,000 transistors. The 386 variants a wealth of programming features including the core vital ability to multitask DOS programs with the help of "hyerpervisor" programs like DesqView /386 or VRM/386. Its 32 bit data path speeds data access. Interestingly it took later hardware in the next 486 era chips to fully take broad scale advantage of these built in innovations.

Interestingly enough similar to the Intel Celeron marketing example there was also a downsized less costly and powerful example sporting a similar moniker called the 386SX. You have to remember this was pre internet when computer purchasers were much more at the mercy of both computer marketers and high pressure salespeople and were more easily fooled by similar marketing terms and descriptions. The 386SX was identical except to the real 386 version - the 386DX except for the vital fact that it had a 16 bit data path which it was said allowed it be more easily incorporated into earlier and less costly AT type 286 16 bit computer hardware.

The more things change the more they stay the same.

About the Author
Kirk W. Nobbe Vintage Computer Manuals vintagecomputermanuals@yahoo.com http://www.adgerlinux.com http://www.bayareaword.com http://www.vintagecomputermanuals.com



Computer Education For Kids by Nicole Munoz

Computers have become a common and needed part of life in today's society, making computer education imperative for children. Young children will typically begin to show an interest in the home PC by their toddler years. While it is may be a good idea to begin introducing your toddler to the computer in very short sessions, most children can began to learn and understand a computer's functionality by preschool age.

Preschool age children can learn to turn the computer on by themselves and will quickly learn to operate the mouse. Simple games that teach and reinforce basic school readiness skills are great for this age. Computer education for preschool age children should be limited to short sessions of about 30 minutes a few times a week.

Many childcare facilities offer computer time as part of their weekly curriculum for preschoolers. Structured games and activities give young children an opportunity to explore the way a computer works. Games that require dragging objects across the screen are excellent for building mouse skills in beginner users. Chose age-appropriate software and websites that involve alphabet and color recognition, shapes, counting, or short stories that are read aloud. Activities that feature music are also enjoyable for a preschooler's computer time.

Kindergartners are normally still exploring the basics of computer use and will probably do best with activities that reinforce simple skills. As children become more comfortable with the computer, more complex games and activities can be introduced. Computer education for kindergartners typically consists of short sessions of no more than an hour, playing games that correlate with their classroom learning material.

By first grade, children have usually gained a good understanding of how to use a mouse and they are learning to use keyboard letters to type. Games like Typing Instructor for Kids can help young children become fast and efficient computer users. Early elementary age children are ready to move beyond simple reinforcement and skill drill activities to the many different functions of a computer.

First through third graders should use the computer as a supplement for their classroom work. A student studying about stars and planets can use the internet to search for pictures and information about constellations. An assignment about Africa can include a search for videos of African animals. Allow your child to work on his own, but stay close by to prevent access to inappropriate content and to answer any questions.

Software programs that allow children to create, like an art or publishing suite designed specifically for kids, can boost creativity along with providing exposure to technology. Grade level skills can also be practiced and enhanced with math, reading, and spelling computer games. There are a number of kid-friendly websites that provide search engines, games, and interaction opportunities.

Computer education for children should also include writing and creative writing activities. First graders are beginning to familiarize themselves with the keyboard and can write short letters or emails. By second and third grade, children can use word processor programs or writing software designed for children to write and publish their own short stories and poems, as well as use email to write to relatives.

About the Author
For more tips on parenting and educational toys, please see our website www.thekidstoystore.com.

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