27,429 research outputs found

    Pendekatan konstruktif dalam inovasi pengajaran dan pembelajaran Bahasa Melayu di Kolej Vokasional

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    Pendekatan konstruktif adalah pendekatan pengajaran dan pembelajaran yang berpusatkan pelajar manakala inovasi pengajaran pula dikaitkan dengan kaedah pengajaran yang terbaru demi mengukuhkan pemahaman pelajar. Pembelajaran berasaskan pendekatan konstruktif merupakan elemen yang penting dan perlu difahami oleh guru-guru bagi memantapkan proses pengajaran dan pembelajaran sesuai dengan peredaran masa dan menjayakan proses tranformasi pendidikan negara. Objektif kajian ini dijalankan untuk mengenal pasti pemahaman guru-guru bahasa Melayu berkaitan inovasi, mengenal pasti perbezaan yang wujud antara guru lelaki dan guru perempuan dalam mengamalkan inovasi, pengkaji juga melihat adakah wujud perbezaan antara guru baru dan guru yang sudah berpengalaman dalam aspek mengaplikasikan inovasi serta mengenal pasti kekangan-kekangan yang dialami oleh para guru untuk mengaplikasikan inovasi di sekolah. Seramai 63 orang guru bahasa Melayu dari lapan buah kolej vokasional telah dipilih sebagai responden dalam kajian ini. Data dianalisis menggunakan perisian Winsteps 3.69.1.11 dengan pendekatan Model Pengukuran Rasch. Hasil analisis menunjukkan bahawa guru�guru bahasa Melayu memahami kepentingan inovasi dalam pengajaran dan pembelajaran. Hasil kajian juga menunjukkan guru-guru perempuan lebih banyak menerapkan unsur inovasi dalam pengajaran berbanding guru lelaki. Walaupun begitu, aspek pengalaman tidak menunjukkan perbezaan dari segi pengamalan inovasi sama ada guru baru ataupun guru yang sudah berpengalaman. Pengkaji juga mengenal pasti beberapa kekangan yang dialami oleh guru-guru untuk mengamalkan inovasi ini. Sebagai langkah untuk menangani masalah berkenaan, beberapa cadangan telah dikemukakan oleh pengkaji bagi memastikan guru-guru dapat merealisasikan proses pengajaran berkesan dengan penerapan inovasi mengikut model pendekatan konstruktif. Pengkaji berharap, kajian ini dapat dijadikan sebagai satu panduan kepada pelaksana kurikulum bagi memastikan budaya inovasi sentiasa menjadi amalan dalam kalangan guru demi mengangkat profesionalisme guru di Malaysia

    Citizen Electronic Identities using TPM 2.0

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    Electronic Identification (eID) is becoming commonplace in several European countries. eID is typically used to authenticate to government e-services, but is also used for other services, such as public transit, e-banking, and physical security access control. Typical eID tokens take the form of physical smart cards, but successes in merging eID into phone operator SIM cards show that eID tokens integrated into a personal device can offer better usability compared to standalone tokens. At the same time, trusted hardware that enables secure storage and isolated processing of sensitive data have become commonplace both on PC platforms as well as mobile devices. Some time ago, the Trusted Computing Group (TCG) released the version 2.0 of the Trusted Platform Module (TPM) specification. We propose an eID architecture based on the new, rich authorization model introduced in the TCGs TPM 2.0. The goal of the design is to improve the overall security and usability compared to traditional smart card-based solutions. We also provide, to the best our knowledge, the first accessible description of the TPM 2.0 authorization model.Comment: This work is based on an earlier work: Citizen Electronic Identities using TPM 2.0, to appear in the Proceedings of the 4th international workshop on Trustworthy embedded devices, TrustED'14, November 3, 2014, Scottsdale, Arizona, USA, http://dx.doi.org/10.1145/2666141.266614

    Doing Good with a Slice of Pi: Ideas for Using the Raspberry Pi as a Low Cost Information Platform in Libraries

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    In the last decade, librarians have been under pressure to cut costs at every level. These cuts often occur in acquisitions, while other areas such as technology demand fiscal expansion just to meet user demand. In the last few years, University of Cambridge computer science researchers have developed a credit card-sized computer, affectionately known as the Raspberry Pi. Intended to serve as an educational platform for children learning Python programming, the project has far exceeded its original scope. At $35, this small computer can now serve as a creative solution in various areas of librarianship

    Reuse potential assessment framework for gamification-based smart city pilots

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    The paper proposes a unified framework for assessing the re-use potential for the Smart Engagement Pilot currently being realized in the city of Ghent (Belgium). The pilot aims to stimulate the digital engagement in users (citizens) by involving them in online and offline communities, and increasing the social capital through the use of ICT (Information and Communications Technology). To engage the citizens, the pilot makes use of Gamification based entities (intelligent wireless sensors) embedded in public hardware, through which innovative games are organized in places of interest (neighbourhood, parks, schools, etc.). Once finished, this pilot will be re-used in other European cities under the context of CIP SMART IP project. Since, the success of a pilot in one city doesn't guarantee its success in the other, an objective socio-economic-organizational reuse assessment becomes critical. To do this assessment, we propose a framework, which uses a Key Performance Indicator (KPI) based scorecard to determine the roadblocks and battlefields that could deter such a transition

    The Internet of Hackable Things

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    The Internet of Things makes possible to connect each everyday object to the Internet, making computing pervasive like never before. From a security and privacy perspective, this tsunami of connectivity represents a disaster, which makes each object remotely hackable. We claim that, in order to tackle this issue, we need to address a new challenge in security: education

    Corporate strategy in the UK credit card market: The case of Barclaycard

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    The case study is concerned with how a long-standing market leader maintains a position of advantage and develops its business in a fast- moving industry undergoing significant change. There are many different strategic options open to Barclaycard, but which will be most suitable? Will all the options be acceptable, not only in terms of the likely risk and returns but also to the major stakeholders? Will the options be feasible? The case invites readers to evaluate and compare a range of strategic options and to choose the best way forward for Barclaycard.banks, corporate strategy
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