NET goes to school

78
1 Richardus Eko Indrajit [email protected] prepared and summarised by NET goes to school

Transcript of NET goes to school

1

Richardus Eko Indrajit [email protected]

prepared and summarised by

NET goes to school

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Learning Domain and Space from My Satria Point of View:   Bobby Bola   Kiki Kelinci   Jump Start   Encarta Kids   Google Image

Meet My Son, Satria…..

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  His grandfather sends him email.   His mom read the email to him.   He tells them what to write back to grandpa.   He has many software programs that are for problem solving,

exploration and FUN!!   He checks out stuff on kids’ websites.   He “reads” kids’ books online.   He will take classes online when he goes to school.   His high tech realities are endless…

and will be an integrated part of his life.

…IS YOUR SCHOOL READY FOR MY SON ?

Satria’’s Reality Everyday

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The Fourth Turning, 1997, Strauss and Howe Generational

Name: GI Silent Boom Thirteenth Millennial Born: 1901-24 1925-42 1943-60 1961-81 1982-03

Length (Years): 24 18 18 21 22 Age in 2005 104 to 81 80 to 63 62 to 45 44 to 24 23 to 2

Generations at Work, 2000, Zemke, Raines and Filipczak Generational

Name: Veterans Baby

Boomers Generation

Xers Generation

Nexters Born: 1922-43 1943-60 1960-80 1980-00

Length (Years): 22 18 21 22 Age in 2005 83 to 62 62 to 45 45 to 25 25 to 5

The Four Generation Cohorts TECHNOLOGY-ORIENTED LEARNERS

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The Essence of Learning

  The competitive advantages gained by the nation are highly depending on the quality of human resources

  People become smarter from day-to-day because they are learning

  Learning is the process of knowledge, competencies, and skills acquisition which are being done for a life time

  ICT is introduced within the education industry “to meet the existing unmet learning process”

  A good number of studies have proved a significant similar result: “the higher the Technology Achivement Index, the better the nation’s Human Development Index”

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Issues in Developing Country

  Since the majority of the world population had remained untouched by the IT revolution, concern was expressed that the huge potential of ICT for advancing development of the developing economies has not been fully captured, thus manifesting the “digital divide”.

  For bridging the digital divide, it is imperative to put ICT firmly in the service of development, for which urgent and concerted action at the national, regional and international levels is required.

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Digital Gap Definition

  The digital divide may be defined as inequality in the ICT network infrastructure and distribution of the IT knowledge, skills and resources necessary to access online services and information among different sections of a modern society.

  Communication infrastructure, computer availability, Internet access and availability of alternative access, e.g. through cable, satellite and digital TVs are basic to the issue at the country level, and, availability of content in the local language is an important factor too.

  The digital divide among households appears to mainly depend on two factors, viz. income and education. Higher the incomes and the level of education, it is more likely that more number of individuals will have access to ICTs.

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Related Goals and Targets

1.  to connect universities, colleges, secondary schools and primary schools with ICTs

2.  to connect scientific and research centers with ICTs 3.  to adapt all primary and secondary school curricula to

meet the challenges of the Information Society, taking into account national circumstances

to ensure that more than half the nation’’s inhabitants have access to ICTs within their reach.

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Spectrum of E-Literacy

  People Literacy   Information Literacy   Technology Literacy   Internet Literacy   Computer Literacy   Digital Literacy   Information Technology Literacy

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Various Definitions of Literacy

  People Literacy –  the ability to read and write

  Comptuer Literacy –  the ability to use computer to satisfy personal needs

(Rhodes, 1986) –  the collection of skills, knowledge, understanding,

values, and relationships that allow a person to function comfortably as a productive citizen in a computer-oriented society (Watt, 1980)

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Various Definitions of Literacy

  Digital Literacy –  the ability to understand and use information from a

variety of sources when presented via digital devices (Gilster, 1997)

–  the ability to understand how information is generated and communicated in all formats through the creation of critical frameworks for the retrieval, organisation, evaluation, presentation, and use of information by using digital technology devices (Central European University)

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Various Definitions of Literacy

  Internet Literacy –  the ability to use theoretical and practical knowledge

about the internet as a medium of communication and information retrieval (Doyle, 1996)

  ICT Literacy –  a combination of intellectual capabilities, fundamental

concepts, and contemporary skills that a person should posses in order to navigate and use information technology effectively (Young, 1999)

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Various Definitions of Literacy

  Information Literacy –  the ability to access, evaluate, and use information from

multiple formats – books, newspapers, videos, CD-ROMs, or the Web (Britanica Encyclopedia)

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E-Literacy Domain

e-literacy = f (ICT literacy, computer literacy, digital literacy, i-literacy)

””Situations where both social interaction and collaboration as well as ICT has a fundamental role in learning and the acquiring of knowledge””

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Literacy Intersection Domain

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Indonesian Profile

  Number of Islands : 17,508+ with 6000 inhabited (CIA)   Area : 1,919,440 km2 (CIA)   Coastline : 54,716 km (CIA)   GDP : $865.6 billion with growth rate 5.6%   Government Structure :

–  33 provinces –  440 districts –  5,263 municipalities –  62,806 villages

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Indonesian HR Profile

  Population : 220+ million   Ratio Male and Female : 51%:49%   Population Growth : 1.41%   Productive Age (15-64) : 65,8%   Labor Force : 94.2 million   Majority Occupation : 99 million farmers   People Dialects : 583   Community Density : 100-850 people/km2

  Poverty Rate : 16.7%   Life Expectancy : 66 year-old

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Indonesian HR-ICT Profile

  Human Development Index : rank 112   Read and Write Population : 87.9%   Internet Users per 1000 people : 52   PC per 1000 people : 19   Broadband Subscribers per 1000 people : 0.3   Telephone Main Lines per 1000 people : 46   Mobile Subscribers per 1000 people : 141   Households with Television : 66%

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Indonesian Education and ICT Profile

  K12 to Colleges : 250,000+ schools   Number of Students : 40.5+ million   Number of Teachers : 4+ million   Public Expenditure : <20%   Primary School Enrollment Rate : 93% of age group   Statistical Assumptions:

–  From 1 PC for 11 students to 1 PC for 90 students –  From 1 internet user per 4 students to 1 internet user per 36 students

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Education as Long Life Learning

0-5 years old INFANCY AGE

5-17 years old SCHOOL AGE

15-64 years old PRODUCTIVE AGE

65-up years old SENIOR AGE

PRE-SCHOOL PRIMARY SCHOOL

SECONDARY SCHOOL

HIGH SCHOOL

IND

UST

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COLLEGE AND UNIVERSITIES

GOVERNMENT SECTOR

BIG COMPANIES

SMALL AND MEDIUM ENTERPRISES

COMMUNITIES AND ORGANISATION

INDIVIDUALS AND CONSUMERS

COLLEGE AND UNIVERSITIES

GOVERNMENT SECTOR

BIG COMPANIES

SMALL AND MEDIUM ENTERPRISES

COMMUNITIES AND ORGANISATION

INDIVIDUALS AND CONSUMERS

IND

UST

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65.8% 28.8% 5.4%

Target of WSIS of e-Literacy : minimum 50% of population in 2015

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The Value of ICT in Learning Activities

StakeholderUtama

LembagaPendidikan

Karyawan

Pelajar

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Pemilik

Orang Tua

Guru

Pemerintah

Manajemen

Masyarakat

IT Value IT Value

IT Value IT Value LEARNING

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ICT as Learning Enabler

IT as Educational Infrastructure and Superstructure

IT as Integrated Administration and Resource Management System

IT as Management Information and Performance Analysis Tools

IT a

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IT as Center of Excellence Incubator

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Development Strategy

IT as Educational Infrastructure and Superstructure

IT as Integrated Administration and Resource Management System

IT as Management Information and Performance Analysis Tools

IT as Standard Competencies and Skills

IT as Institution Transformation Enablers

IT as Learning Devices and Supports

IT as Knowledge Source and Repository

IT as Center of Excellence Incubator

Step One

Step Two

Step Three

Step Four

Step Five

Step Six

Step Seven

Step Eight

STAGE 1

STAGE 2

STAGE 3

STAGE 4

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IT a

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Driver(s) as Principles IT Value(s) and Capabilities

1. Every stakeholder should have competencies, skills, and passion in using technology for education.

Increase the e-literacy level of stakeholder in a gradual-based mode.

2. “Information is the raw materials of knowledge paradigm” should be well understood by teachers.

Help the teachers to exchange information among scholars all over the world.

3. Share of knowledge within the archipelago continent of Indonesia is a must-to-do activity.

Offer high speed yet affordable communication lines.

4. “Learning how to learn” is for the students, teachers, and other stakeholders.

Provide with easy to use devices that make learning process entertaining and enjoyable.

5. Learning is a process of a lifetime and belongs to everybody.

Enable the activities required by people who are willing to learn.

Principles of the Role #4

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Applications 1.  Word Processing - witting software that allows the computer to resemble a typewriter for the purpose of creating reports,

making assignments, etc.; 2.  Spreadsheet - type of program used to perform various calculations, especially popular for mathematic, physics, statistics,

and other related fields; 3.  Presentation Tool – a software to be used for creating graphical and multimedia based illustration for presenting knowledge

to the audience; 4.  Database - a collection of information that has been systematically organized for easy access and analysis in digital format; 5.  Electronic Mail - text messages sent through a computer network to a specified individual or group that can also carry

attached files; 6.  Mailing List - a group of e-mail addresses that are used for easy and fast distribution of information to multiple e-mail

addresses simultaneously; 7.  Browser - software used to view and interact with resources available on the internet; 8.  Publisher – an application to help people in creating brochures, banners, invitation cards, etc.; 9.  Private Organiser - a software module that can serve as a diary or a personal database or a telephone or an alarm clock

etc.; 10.  Navigation System – an interface that acts as basic operation system that is used to control all computer files and

resources; 11.  Multimedia Animation Software - system that supports the interactive use of text, audio, still images, video, and graphics; 12.  Website Development– a tool that can be used to develop web-based content management system; 13.  Programming Language – a simple yet effective programming language to help people in developing small application

module; 14.  Document Management – a software that can be used in creating, categorizing, managing, and storing electronic

documents; 15.  Chatting Tool – an application that can be utilized by two or more individuals connected to Internet in having real-time text-

based conversations by typing messages into their computer; and 16.  Project Management - an application software to help people in planning, executing, and controlling event based activities.

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Screen Shot Samples IT

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Pemerintah Masyarakat

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Pemilik

Driver(s) as Principles IT Value(s) and Capabilities

1. Today’s books are stored in the digital format. Enable keeping the knowledge resources in multi-storing devices.

2. Students and lecturers are more active and very mobile.

Use range of digital products as learning devices.

3. Learning should be done from any place at anytime with anyhow mechanism.

Provide broadband infrastructure to enable multimedia presentation of communication.

4. Physical geographical differences should not be the constraints of learning.

Install affordable network for better richness and reachness.

5. “The network is the school” paradigm should be well introduced as new concept.

Gain competitive advantage for the new learners over the others.

IT as Educational Infrastructure and Superstructure

Principles of the Role #7

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Applications

1.  Transmission Media – the physical infrastructure that enables digital data to be transferred from one place to another such as through: fiber optic, VSAT, cable sea, etc.;

2.  Network and Data Communication – the collection of devices that manage data traffic in one or more network topology system(s);

3.  Operating System – the core software to run computers or other microprocessor-based devices;

4.  Computers – the digital-based processing devices that can execute many tasks as programmed;

5.  Digital Devices – computer-like gadgets that can have a portion of capability as computers;

6.  Programming Language – a type of instructions set that can be structured to perform special task run by computers;

7.  Database Management – a collection of digital files that store various data and information;

8.  Applications Portfolio – a set of diverse software that have various functions and roles; and

9.  Distributed Access Channels – special devices that can be used by users to access any of the eight components mentioned.

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Pemerintah Masyarakat

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Pemilik

IT as Educational Infrastructure and Superstructure

Screen Shot Samples

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Driver(s) as Principles IT Value(s) and Capabilities

1. Knowledge delivery should consider the use of real world context.

Simulate the real world situation and bring it into the class.

2. The more the illustrations are being given, the faster the process of knowledge acquisition.

Develop multimedia presentations to create astounding animations.

3. The students are expected to explore more of what they already know independently.

Offer various CBT software for conducting “what-if” scenarios.

4. The acquisition of knowledge are coming from the interaction among students and teachers.

Use digital-based communication commonly known by many people.

5. Ratio between the number of teachers and students really makes difference on facilitation process.

Leverage the technology applications to mimic one-to-one relationship.

Principles of the Role #2

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Applications

1.  Event Imitation – using technology to create animation of events or other learning subjects representing real life situation;

2.  Case Simulation - enabling teachers and students to study and to perform “what if” condition in many cases simulation;

3.  Multimedia Presentation – mixing various format of texts, graphics, audio, and video to represent many learning objects;

4.  Computer-Based Training (CBT) – technology module that can help students to conduct independent study; 5.  Student Learning Tools – a set of programs to help students preparing and storing their notes, presentation,

research works, and other learning related stuffs; 6.  Course Management – an application that integrates all course related activities such as attendees management,

materials deliverable, discussion forum, mailing list, assignments, etc. 7.  Workgroup Learning System – a program that can facilitate teachers and students group-based collaboration,

communication, and cooperation; 8.  Three-Party Intranet – a network that links teachers, students, and parents as main stakeholders of education; 9.  Examination Module – a special unit that can be used to form various type of test models for learning evaluation

purposes; 10.  Performance Management System – software that can help teacher in managing student individual learning

records and tracks for analyzing his/her specific study performance; 11.  Interactive Smart Book – tablet PC or PDA-based device that is used as intelligent book; 12.  Electronic Board – a state-of-the-art board that acts as user interface to exchange the traditional blackboard and

whiteboard; and 13.  Blogger – a software module that can help the teacher keep track of student progress through their daily

experience and notes written in the digital format.

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Screen Shot Samples IT

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IT a

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Pelajar Guru

Driver(s) as Principles IT Value(s) and Capabilities

1. Knowledge is dynamically growing so fast. Update the scholars with state-of-the-art knowledge.

2. Great teachers are everywhere around the world.

Learn from the masters through modern communication models.

3. Books and references are continually updated.

Download the sources periodically at the most affordable way.

4. Innovations require group-base thinking. Connect with the community of interests.

5. Learning consumes too much time to acquire knowledge.

Undergo LOD (Learning-On-Demand) mode in a very fast and entertaining way.

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Applications

1.  Cyber Net Exploration – how knowledge can be found, accessed, organized, disseminated, and distributed through the internet[1];

2.  Knowledge Management – how knowledge in many forms (e.g. tacit and explicit) can be shared through various approaches;

3.  Community of Interests Groupware – how community of lecturers, professors, students, researchers, management, and practitioners can do collaboration, cooperation, and communication through meeting in cyber world;

4.  Institution Network – how school can be a part of and access a network where its members are education institutions for various learning-based activities;

5.  Dynamic Content Management – how data or content are dynamically managed, maintained, and preserved;

6.  Standard Benchmarking and Best Practices – how school can analyze themselves by comparing their knowledge-based acquisition with other education institutions worldwide and learning from their success; and

7.  Intelligence System – how various scholars can have the information regarding the latest knowledge they need without having to search it in advance.

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Screen Shot Samples IT

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Manajemen Karyawan Guru Pelajar

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Pemilik

Driver(s) as Principles IT Value(s) and Capabilities

1. Each individual needs unstoppable learning support everyday.

Manage all individual needs through cyberspace in a 24/7 mode.

2. Interactive interaction and transaction among all education stakeholders require strong back office management.

Perform asynchronous processes and activities to serve all education stakeholders.

3. Quality of services in managing education administration should be improved gradually.

Leverage assets and resources for increasing institution efficiency.

4. People are the most valuable yet limited resources in the institution.

Assign the human resources in the best optimum possibility.

5. Inter-organisational educational system emerges to exist.

Enable cross administration system among different institutions.

IT as Integrated Administration and Resource Management System

Principles of the Role #6

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Applications

1.  Student Management System – a program that records and integrates all student learning activities ranging from their detail grades to the specific daily progresses;

2.  Lecturer Management System – a module that helps the school in managing all lecturer records and affairs;

3.  Facilities Management System – a unit that manages various facilities and physical assets used for education purposes (e.g. classes, laboratories, libraries, and rooms), such as their schedules, allocations, status, etc.);

4.  Courses Management System – a system that handles curriculum management and courses portfolio where all of the teachers, students, and facilities interact;

5.  Back-Office System – a system that takes care all of documents and procedures related to school’s records;

6.  Human Resource System – a system that deals with individual-related functions and processes such as: recruitment, placement, performance appraisal, training and development, mutation, and separation;

7.  Finance and Accounting System – a system that takes charge of financial management records; and

8.  Procurement System – a system that tackles the daily purchasing processes of the school.

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Screen Shot Samples

Manajemen Karyawan Guru Pelajar

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IT as Integrated Administration and Resource Management System

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Driver(s) as Principles IT Value(s) and Capabilities

1. In learning, “the sky is the limit” philosophy should be emphasised.

Allow a 24/7 learning activities in an anywhere, anytime, and anyhow mode.

2. The number and quality of library and laboratory have positive and significant impact on education.

Access a great number of e-library and e-laboratory provided within the internet.

3. Limited physical resources shall not become the burden of delivering good education.

Implement virtual class and e-learning system through distance educational learning mode.

4. Strategic resources and product(s)/service(s) should be improved in number and quality.

Join an inter-educational institution network.

5. Managing IPRs are considered as a very expensive effort.

Share and collaborate with the IPR owners in various arrangements.

Principles of the Role #3

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Applications

1.  Virtual Library - A library which has no physical existence, being constructed solely in electronic form or on paper;

2.  E-learning Class - any learning that utilizes a network (LAN, WAN or Internet) for delivery, interaction, or facilitation without the existence of physical class;

3.  Expert System - computer with 'built-in' expertise, which, used by a non-expert in an education area as an exchange of a teacher or other professional in particular field (expert);

4.  Mobile School – a device that can be used to process all transactions or activities related to student-school relationships (e.g. course schedule, assignment submission, grade announcement, etc.);

5.  War Room Lab – a laboratory consists of computers and other digital devices directly linked to many network (e.g. intranet, internet, and extranet) that can be freely used by teachers or students for their various important activities; and

6.  Digital-Based Laboratory - a room or building that occupied by a good number of computers to be used for scientific testing, experiments or research through diverse digital simulation system.

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Screen Shot Samples

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Pemerintah Masyarakat

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Pemilik

Driver(s) as Principles IT Value(s) and Capabilities

1. Today’s books are stored in the digital format. Enable keeping the knowledge resources in multi-storing devices.

2. Students and lecturers are more active and very mobile.

Use range of digital products as learning devices.

3. Learning should be done from any place at anytime with anyhow mechanism.

Provide broadband infrastructure to enable multimedia presentation of communication.

4. Physical geographical differences should not be the constraints of learning.

Install affordable network for better richness and reachness.

5. “The network is the school” paradigm should be well introduced as new concept.

Gain competitive advantage for the new learners over the others.

IT as Educational Infrastructure and Superstructure

Principles of the Role #7

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Applications

1.  Transmission Media – the physical infrastructure that enables digital data to be transferred from one place to another such as through: fiber optic, VSAT, cable sea, etc.;

2.  Network and Data Communication – the collection of devices that manage data traffic in one or more network topology system(s);

3.  Operating System – the core software to run computers or other microprocessor-based devices;

4.  Computers – the digital-based processing devices that can execute many tasks as programmed;

5.  Digital Devices – computer-like gadgets that can have a portion of capability as computers;

6.  Programming Language – a type of instructions set that can be structured to perform special task run by computers;

7.  Database Management – a collection of digital files that store various data and information;

8.  Applications Portfolio – a set of diverse software that have various functions and roles; and

9.  Distributed Access Channels – special devices that can be used by users to access any of the eight components mentioned.

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Pemerintah Masyarakat

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Pemilik

IT as Educational Infrastructure and Superstructure

Screen Shot Samples

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IT as Center of Excellence Incubator

Masyarakat Pemerintah

Driver(s) as Principles IT Value(s) and Capabilities

1. All people should have an access to any educational institution node.

Enable every individual in the country to attach and to access any educational institution.

2. Education should be able to produce innovations for the betterness of the society.

Support all inventor candidates with resources they need regardless their limitation.

3. “Long life learning” paradigm should be implemented in the society.

Provide the society with 24/7 learning-enabled activities.

4. Knowledge-based society is the ultimate targeted profile of the humanitarian.

Become the center of community gathering to acquire knowledge.

5. Quality education should be provided to all people regarding their economy status.

Ensure the benefits gained from the economic of scale phenomena.

Principles of the Role #8

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Applications

1.  Internet Access – ability to connect the center of excellence to the cyberworld;

2.  Applications Portfolio – spectrum of education-based software that can be shared by the center’s partners;

3.  Database Jukebox – collection of knowledge content that can be accessed by related parties;

4.  Open Network – standard infrastructure that is easily be connected to other individual, private, or public networks; and

5.  IT Governance – structure of processes and their relationships to enable the implementation of community-based sharable IT resources.

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IT as Center of Excellence Incubator

Masyarakat Pemerintah

Screen Shot Samples

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IT as Educational Infrastructure and Superstructure

IT as Integrated Administration and Resource Management System

IT as Management Information and Performance Analysis Tools

IT as Standard Competencies and Skills

IT as Institution Transformation Enablers

IT as Learning Devices and Supports

IT as Knowledge Source and Repository

IT as Center of Excellence Incubator

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5 5 2 3 2 4 3 3

8 Konteks dan Peranan IT

dalam Sistem

Pendidikan

Stakeholder Involvement Proportion

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Application Completeness Percentage

IT as Educational Infrastructure and Superstructure

IT as Integrated Administration and Resource Management System

IT as Management Information and Performance Analysis Tools

IT as Standard Competencies and Skills

IT as Institution Transformation Enablers

IT as Learning Devices and Supports

IT as Knowledge Source and Repository

IT as Center of Excellence Incubator

25% x % of 9 applications

25% x % of 16 applications

15% x % of 7 applications

10% x % of 13 applications

5% x % of 6 applications

5% x % of 4 applications

5% x % of 8 applications

10% x % of 5 applications

Summary of Application Completeness Level

+

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Maturity Level

Parents

Students

Lecturers

Owners

Employees

Management

Government

Society

0 ignore

Do not care about it

Do not care about it Do not care about it Do note care about it

Do not care about it Do note care about it

Do not care about it

Do not care about it

1 aware

Know about it, but do not take

into account

Know about it, but do not demand such existence

Know about it, but do not use it

Know about it, but do not decide

to allocate resources

Know about it but do not use it

Know about it, but do not use it

Know about it, but do not do anything

significant

Know about it, but do not do anything

significant

2 Plan

Know about it and advise the

candidates

Know and demand for the

implementation

Know about it, and prepare for

implementing it a.s.a.p.

Know about it and decide to do some investment

Know about it and prepare for changing

work environment

Know about it and agree to implement

it

Know about it and have develop

master plan as roadmap

Know about it and have significant demand from it

3 Execute

State as the main mandatory

requirements

Use it in the class for learning purposes

Use it for teaching devices in the class

Build and Develop the facilities for institution

Acquire and use various applications

for daily activities

Acquire and use it for various decision

making purposes

Build the technology for widely use by

education institution

Require to be connected by using

technology

4 Measure

Compare and benchmark one

institution to another

Frequent use inside and outside

the class

Often use it for teaching inside and

outside the class

Invest more money based on

cost-benefit analysis

Agree to insert it as one criteria for performance

indicators

Decide all matters based on the

indicators analysis

Aim for cheaper, better, and faster

access by the society

Measure the performance of

technology

5 Excel

Select for the best recognized

institution

Go for ““one student-one tool””

environment

Equip themselves with complete set of

teaching devices

Periodically allocate money for maintaining state-of-the-art

technology

Fully use all features of the applications

effectively

Implement expert and intelligence

system

Define and classify technology as public goods

Expect to be part of the world of knowledge

Maturity Level Assessment

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ICT for Education Position Matrix

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The Type of HR-ICT

ICT WORKER or PROFESSIONALS

ICT-ENABLED WORKER or USERS

PROFESSION-BASED ENTITY COMPETENCY-BASED ENTITY

ICT-HR

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The Relationship ICT WORKER

or PROFESSIONALS

ICT-ENABLED WORKER or USERS

HR

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HR-ICT e-Literacy Level and Maturity

HR-ICT PROFESSION TAXONOMY

HR-ICT E-LITERACY TAXONOMY

54

HR-ICT Profession Taxonomy

Management Level   Chief Information Officer   Executive Management   Senior Management   Middle Management   Staff

Governance Category   Administration   Applications   Technical Support   Operation

55

HR-ICT Profession Taxonomy

56

HR-ICT Profession Taxonomy

57

HR-ICT e-Literacy Taxonomy Aspects

Main Competencies   Personal Computer and

Peripherals Operation   Network-Based Operating

System Utilisation

Special Skills   Information Management   Communication Means   Productivity Tools   Cyber Discourses   Generic and Special

Applications

58

HR-ICT e-Literacy Taxonomy

59

Information Technology

Telecommunication System

Com

munication

Media

Computer

Communication

Content

Aplikasi

Telekomunikasi

Media

ICT Industry Convergence

60

Information Technology

Telecommunication System

Communication Media

ICT-BASED PROFESSION STANDARD

The Main Convergence Profession Domain

61

HR-ICT Capabilities Profile

Descriptions Job Responsibilities

and Accountabilities

Authority Competencies and Skills

Prerequisites

Training Requirements

Executive Management

Senior Management

Middle Management

Staff

Esel

on d

an G

olon

gan

Profil Sumber Daya Manusia

Profession or User

HR Aspect

62

Digital Gap: Quantity

0

50,000,000

100,000,000

150,000,000

200,000,000

250,000,000

300,000,000

2004 2005 2006 2007 2008

ICT Worker

ICT Enabled Worker

Total HR-ICT

Accumulation

Total Population

%HR-ICT

WSIS Target 50% of HR-ICTGAP

63

Digital Gap: Quality

  ICT for Government –  95/123 by Brown University –  8/16 by UNDESA and CRG (South and Eastern Asia) –  75/133 by United Nations –  59/64 by IBM –  69/80 by Columbia University –  85/178 by Orebro University

  ICT for Industry –  123/178 by independent research institution

  ICT for Education –  bottom/lowest quartile in Asia

64

HR-ICT Workers (Professionals)

STRATEGY A change the

existing educational

system

STRATEGY B revamp the whole

existing educational

system

STRATEGY C maintain the

existing educational

system

STRATEGY D replicate the

existing educational

system

QUANTITY GAP

QUALITY GAP

low high

high

low

Target:   Colleges   Universities   Vocational Schools   ICT Training Centers   ICT R&D Institutions

65

HR-ICT Enabled Workers (Users)

STRATEGY E improve people competencies

and skills through standardisation

STRATEGY F introduce the new

standardised system with

greater incentives

STRATEGY G maintain and support the

existing efforts

STRATEGY H train more people

and introduce more programs

QUANTITY GAP

QUALITY GAP

low high

high

low

Target:   ICT Training Industry   HR Department   Government   Academician   E-Literate People

66

The Big Issues

1.  Converting Strategy into Action 2.  Providing Scalability Mechanism 3.  Guaranteeing Sustainability Initiatives 4.  Establishing Workable PPP Ecosystem 5.  Offering Effective Business Model 6.  Achieving the Acceleration Target Pace 7.  Managing Fundamental Change

67

The Main Strategy

  Aim to achieve the WSIS target   Concentrate for scalability and sustainability   Use the combination of MLM and community-based

models   Governance model:

–  Accountable à central government –  Responsible à local government –  Consulted à related departments –  Informed à learning/education stakeholders

68

Achieving Scalability

  Learn from the success of other similar initiatives (healthcare, SME, and higher-learning institutions)

  Methodology: –  MLM model to select the 440 schools –  Community-based model to replicate to other 10 schools as down

streamers –  Stop until achieving level 2 (44,000 schools) and leave it

  To maintain those 44,000 schools and reach the minimum number of 125,000 schools, the local industry, government, and education institutions should build their own workable ecosystem

69

Achieving Sustainability

  Advise the central government and parliament to allocate at least 1% of the national budget to support the 4,400 selected schools (level one) with the effective contract agreement for maintaining sustainability –  The 20% budget for education has been already mandated by the constitution –  The ICT roles within the education have been enforced by the national policy –  The ICT target of education has been set up to follow the WSIS agreement –  This national project should be institutionalised by the government

  Enforce the industry to become “the school’s ICT father” through piggy backing its community development and corporate social responsibility programs

70

IT ACADEMYAS A CENTRAL

OF EXCELLENCE

1

2

3

45

6

7

8

IT as Educational Infrastructure and Superstructure

IT as Integrated Administration and Resource Management System

IT as Management Information and Performance Analysis Tools

IT a

s K

now

ledg

e So

urce

and

Rep

osito

ry

IT a

s In

stitu

tion

Tran

sfor

mat

ion

Enab

lers

IT a

s St

anda

rd C

ompe

tenc

ies

and

Skill

s

IT a

s Le

arni

ng D

evic

es a

nd S

uppo

rts

IT as Center of Excellence Incubator

Center of Excellence

The Chosen School as COE

71

IT ACADEMYAS A CENTRAL

OF EXCELLENCE

1

2

3

45

6

7

8

IT ACADEMYAS A CENTRAL

OF EXCELLENCE

1

2

3

45

6

7

8

radius = x km

MLM and Community-Based Model

72

IT ACADEMYAS A CENTRAL

OF EXCELLENCE

1

2

3

45

6

7

8

IT ACADEMYAS A CENTRAL

OF EXCELLENCE

1

2

3

45

6

7

8

IT ACADEMYAS A CENTRAL

OF EXCELLENCE

1

2

3

45

6

7

8

IT ACADEMYAS A CENTRAL

OF EXCELLENCE

1

2

3

45

6

7

8

IT ACADEMYAS A CENTRAL

OF EXCELLENCE

1

2

3

45

6

7

8

IT ACADEMYAS A CENTRAL

OF EXCELLENCE

1

2

3

45

6

7

8IT ACADEMY

AS A CENTRALOF EXCELLENCE

1

2

3

45

6

7

8

Start with Physical Location ...

73

IT ACADEMYAS A CENTRAL

OF EXCELLENCE

1

2

3

45

6

7

8

IT ACADEMYAS A CENTRAL

OF EXCELLENCE

1

2

3

45

6

7

8

IT ACADEMYAS A CENTRAL

OF EXCELLENCE

1

2

3

45

6

7

8

IT ACADEMYAS A CENTRAL

OF EXCELLENCE

1

2

3

45

6

7

8

IT ACADEMYAS A CENTRAL

OF EXCELLENCE

1

2

3

45

6

7

8

IT ACADEMYAS A CENTRAL

OF EXCELLENCE

1

2

3

45

6

7

8IT ACADEMY

AS A CENTRALOF EXCELLENCE

1

2

3

45

6

7

8

Continue with Internetworking System …

74

The Roadmap

4,400

44,400

440

75

Converting Strategy into Action

  Develop workable, scalable, and sustainable PPP (Public Private Partnership) arrangements   Concentrate on “win-win” business model and

effective natural governance structure   Stop asking about the “5W” but more focus on the “How” strategy   Start from the end as the expected outcome, and

fulfill the gap encountered

76

End with Indonesia Education Exchange

INDONESIA

EDUCATION

XCHANGE

Industry

Schools

Gov.

Intl. Partners

Society

NGOs.

Personal.

Inst./Org.

77

The Challenges

We are ready, are you?

78

© Copyright of Richardus Eko Indrajit, 2006

The End

anytime. anywhere. anyhow.

Ministry of Communication and Information Technology

The Republic of Indonesia