Jumat, November 30, 2007

GAME: Glossary of Terms


Game Platform

Arcade Game: A coin-po game in arcades
Online Game: A game that connects many players together on a server that can be accessed over the Internet by individual PC terminals
PC Game (PC Stand-alone Game): A game installed on a PC through a CD-ROM
Video Game: A game inserted into a game console system that is connected to a TV set
Game Console: A video game machine used with CD, DVD and CD-ROM game cartridges (e.g., Xbox, Playstation, Game Cube)
Mobile Game: A game played on mobile phones or portable handheld system

Game Place

Internet (PC) Cafe (e.g., PC Bang): A place where people can play online games and access the Internet
Arcade Hall / Game Center: A place where people can play coin-op games
Video (Console) Game Room (e.g., Playstation Bang): A place where people can play video console game

Game Users
Hardcore Gamer: A player who plays games for over 2hours a
day on average
Average Gamer: Anyone who has played a game at least once
Potential Gamer: A person who doesn't play any games at all or is a casual player who plays games for less than 30 minutes a day
Non-Gamer: A person who has never played a game before but may become a casual gamer

[KOGIA: 2005 The Rise of Korean Games]

Positive Effects of Videogaming


Games help on:

- Processing certain visual information
- Improving laparoscopic skills
- Helping children with attention deficit disorder
- Managing pain
- Establishing online social relationship

[4th ICET 2007]

Why Videogames are such Good Teachers?


1. Clear objectives

2. Exciting activities
3. Multiple ways of solving problems
4. Feedback given
5. Motivation to reach a high standards and practice their skills
6. Extrinsic and intrinsic rewards
7. Guaranteed success regardless of players' academic performance of socioeconomic status

[4th ICET 2007]

Why Digital Games are important to Children and Teens?


Digital games offer children and teenagers:

1. Promote positive feelings
2. Provide outlet for aggression, has cathartic effect
3. Has potential as learning tools
4. Meet psychological needs:

+ entertainment and leisure

+ emotional coping - from loneliness, stress, low self-esteem
+ escape from reality
+ satisfying social needs
+ making new friends
+ strengthening friendship
+ generating sense of belonging and recognition

+ need for challenge and achievement
+ need for excitement
+ need for power

[4th ICET 2007]

Jurnal Konsultan: Minggu XXV (11.2007)


Minggu, 25 November 2007
[Gedung Baru Timur VEDC Malang: 12.00-15.00] Mengikuti acara pembukaan Kontes Game Edukasi Indonesia
(KGEI) 2007. KGEI dilaporkan oleh Bapak Sumarno VEDC Malang selaku OC, disambut Bapak Budi Purwaka bagian SI yang mewakili Karo PKLN Setjen Depdiknas dan dibuka oleh Bapak Isnandar yang mewakili Rektor Universitas Negeri Malang selaku SC. KGEI diikuti oleh 175 peserta (siswa, mahasiswa, dan umum) dengan 60 judul game, peserta datang dari Jakarta, Bandung, Yogyakarta, Surabaya, dan Malang.

Senin, 26 November 2007

[Bima Hall
VEDC Malang: 18.30-20.30] Mengikuti rapat koordinasi dengan OC KGEI untuk status keuangan terhadap RAB, persiapan penentuan pemenang kontes, prosedur penyerahan hadiah bagi pemenang kontes, dan persiapan eksebisi di arena Forum Nasional Jardiknas di UMM Dome pada tanggal 28 November 2007.

Selasa, 27 November 2007
[Rumah: 07.00-08.30] Menyusun presentasi tentang Hadiah KGEI 2007 melalui skema Beasiswa Unggulan.
[Gedung Baru Timur VEDC Malang: 10.00-11.30] Menjelaskan prosedur penyerahan hadiah melalui skema Beasiswa Unggulan meliputi: Formulir, Proposal, Kontrak, Kwitansi, dan Buku kepada 10 nominee KGEI 2007.
[Hotel Tugu, Malang: 19.00-21.00] Mendampingi 10 nominee KGEI 2007 makan malam di Resto Hotel Tugu memenuhi undangan Karo PKLN bersama undangan Fornas Jardiknas 2007.

Rabu, 28 November 2007
[UMM Dome Malang: 08.00-17.00] Berpartisipasi dalam Forum Nasional (Fornas) Jardiknas 2007 dan eksebisi pemenang Kontes Game Edukasi Indonesia (KGEI) 2007.

Kamis, 29 November 2007
[VEDC Malang: 08.00-17.00] Memoderatori sesi Blogger Guru-nya Agus Heri dan Google Apps-nya Toha Mustofa di dalam seminar Sewindu Milis Dikmenjur di rangkaian Fornas Jardiknas di Aula VEDC Malang.

Jum'at, 30 November 2007
[Rumah: 07.00-09.30] Menyiapkan data Provider dan ICT Center yang akan menerima dana subsidi Pelatihan Jardiknas tahap IX (terakhir).

Sabtu, 1 Desember 2007
[ITB Bandung: 09.00-12.00] Mengikuti rapat dan survei persiapan International EduGame Festival di ITB Bandung bersama Karo PKLN, Kabag SI dan Bapak Intan RM (ITB).

Sabtu, November 24, 2007

CIO


The 5 Essential Skills for the Future
- Leadership and Management
- Fiscal Management
- Organization and Culture Skills
- Tech Skills
- Business Skills

[PriceWaterhouseCoopers]

The New CIO Leader Ten Priorities
01. Lead, don’t just manage.
02. Understand the fundamentals of your environment.
03. Create a vision.
04. Shape and inform expectations.
05. Create clear and appropriate IT governance.
06. Weave business and IT strategy together.
07. Build a new IS organization.
08. Build and nurture a high-performing team.
09. Manage the new enterprise and IT risks.
10. Communicate IS performance in business-relevant language.

The 3 Overarching Characteristics of ICT Leader

- Vision
- Influence
- Execution

The 9 Essential Skills for ICT Leaders/CTOs

1) Leadership and Vision
| Works closely with executive team and stakeholders to develop a shared vision and big-picture perspective on a district’s goals to plan for meaningful and effective uses of technology.

2) Planning and Budgeting | Works with the instructional and technical teams to identify the steps needed to transform the technology vision into a long-range plan, complete with specific goals, objectives and action plans.

3) Team Building and Staffing | Creates and supports cross-functional teams for decision-making, technology support, professional development, and other aspects of the district’s technology program as an integral part of strategic planning.

4) Systems Management | Directs, coordinates, and ensures the implementation of all tasks related to technical and infrastructure, standards, purchasing decisions, and the integration of technology into every facet of operations within the district.

5) Information Management | Oversees the establishment and maintenance of systems and tools for gathering, mining, integrating, and reporting data in usable and meaningful ways to produce an information culture in which data management is critical to strategic planning.

6) Business Leadership | Serves as a strong business leader who guides purchasing decisions, assists in determining the return on investment for all technology implementations, and fosters good relationships with vendors, potential funders, and other key groups.

7) Education and Training | Budgets, plans for and coordinates on-going, purposeful professional development for all staff using new technologies, including ensuring a sufficient budget through the implementation and assessment process.

8) Ethics and Policies | Oversees the creation, implementation and enforcement of policies and educational programs related to the social, legal and ethical issues involved in technology use throughout the district and models responsible decision-making.

9) Communication Systems | Directs and coordinates the use of email, district web sites, voice mail systems, and other forms of communication technology to facilitate decision making and enhance effective communication with key stakeholders.

Link
www.k12opentech.org
www.edtechvoi.org
www.classroomtco.org
www.3d2know.org
www.securedistrict.org


Jumat, November 23, 2007

Online Games as Entertainment in Korea


The domestic market in 2006 for online games indicates about 7.448.900.000 USD.


Game Platform | Revenue (K, USD) | Market Share (%)
+ Online Games: 1.776.800 (61,7%)
+ Arcade Games: 700.900 (24,3%)
+ Mobile Games: 239.000 (8,3%)
+ Video Games: 136.500 (4,7%)
+ PC Games: 28.400 (0,9%)
+ Total: 2.879.600 (100%)

[MCT & KOGIA, 2007]

e-School


Fondasi e-School dibangun dari 3 unsur sistem pendidikan, yaitu:
Pedagogy, Curriculum dan Assessment. e-School akan kuat dan berkelanjutan jika didukung oleh 5 pilar utamanya, yaitu: Curriculum, Collaboration, Cognition, Creativity, dan Computer Literacy (5C).

Peringkat perangkat ICT yang digunakan dalam proses belajar-mengajar dapat dipersentasekan sebagai bserikut:
+
21% Word Processor
+
18% WWW
+
10% Slideshow
+
9% Multimedia
+
3% Spreadsheet
+
3% Mindmaps
+
1% D & P
+
1% Simulation

[
4th ICET 2007]

Minggu, November 18, 2007

Empat Guru Kota Malang berangkat ke Konferensi Internasional Teknologi Pendidikan 2007 di Singapura


Gayung Malang Merdeka TI yang dideklarasikan pada 7 September 2007 serta pencanangan Malang Smart City oleh Pemerintah Kota Malang disambut hangat oleh Microsoft Indonesia melalui program Partners in Learning-nya.

Dukungan Microsoft Indonesia kepada pengembangan pendidikan berbasis teknologi informasi dan komunikasi (ICT) di Kota Malang tidak tanggung-tanggung. Setelah sukses mendukung Dinas Pendidikan Kota Malang dalam program Pelatihan SchoolNet bagi 383 Kepala SD, SMP, SMA dan SMA di ICT Center Kota Malang pada bulan Maret 2007. Kini mulai bulan November 2007 hingga Maret 2008 nanti kembali Microsoft Indonesia mendukung Dinas Pendidikan Kota Malang dalam program Pelatihan Jardiknas bagi 400 guru, 400 tata usaha dan 400 pustakawan Kota Malang di ICT Center Kota Malang.

Atas prestasi Kota Malang yang menakjubkan dibidang e-Learning, Education Program Manager melalui surat tanggal 30 Oktober 2007 mengundang dan mensponsori Ali Mustofa (Guru MI Khadijah Malang), Ninik Risdiana Astuty (Wakil Kepala SMPN 3 Malang), Jatmikorini Veronika (Guru SMAN 2 Malang), dan Triyono Indrasiwi Kuncoroaji (Guru SMKN 4 Malang) untuk mengikuti 4th International Conference on Education Technology (ICET) 2007 di Republic Polytechnic Singapore pada tanggal 21-22 November 2007 dan Post Conference Workshop di National Institute of Education (NIE) Singapore pada tanggal 23 November 2007. Keempat guru asal Kota Malang tersebut akan bergabung bersama Bakrowi Jumiran guru SMP KPS Balikpapan yang memenangkan kompetisi Indonesia Innovative Teacher Competition 2007 dan Bambang Eka Purnama dosen multimedia Universitas Surakarta sebagai delegasi guru dan dosen Indonesia. Pemilihan delegasi dari Kota Malang ini didasarkan pada potensi sekolah dan kompetensi guru di bidang pendidikan berbasis TIK.

Paparan tentang Immersive, Collaborative Simulations and Neomillennial Learning Styles: Implications for Education-nya Professor Christopher Dede dari Harvard University dan 2020 Vision of Future Learning-nya Bruce Dixon dari Microsoft di 4th ICET 2007 tentu akan dinantikan oleh 1000-an delegasi yang teregisterasi dari berbagai negara. Di arena konferensi nanti delegasi guru dan dosen Indonesia akan membagi diri menjadi 3 kelompok sesuai track Researcher, School dan IDA (Infocomm Development Authority of Singapore) yang tersedia dan dengan harapan tidak ada sesi atau materi konferensi yang terlewatkan.

Sejumlah paper riset akan disajikan di track Researcher melalui sesi Global Citizenship in the Digital Age, Leadership for Development of 21st Century Skills, Design of Games & Game-like Environment, dan The 3Cs in Educational Technology: Connect, Communicate and Collaborate. Adapun paper model-model pembelajaran akan disajikan di track School melalui sesi Immersive Learning, Reflective Learning, Collaborative Learning, dan Innovative Learning Culture. Sedangkan paper proyek pendidikan berbasis TIK akan disajikan di track IDA melalui sesi Serious Game for Learning, Interactive Learning Trails, iLAB 2015, dan Future Schooling.

Untuk melengkapi konferensi yang diikuti, delegasi guru dan dosen Indonesia juga akan diikut-sertakan dalam Post Conference Workshop yang terdiri dari workshop: 1. Leadership that enables effective use of ICT in Education, 2. Powerful ideas, teaching strategies and resources, 3. Evaluating effective integration of ICT, dan 4. Learning how to use. Setelah mengikuti workshop, delegasi akan mengunjungi model COTF (Classroom of the Future) Selama 30 menit di NIE Singapore.

Sepulang dari 4th ICET 2007 nanti, delegasi guru dan dosen Indonesia berkomitmen untuk menyediakan diri dan waktunya untuk mendeseminasikan hasil-hasil konferensi dan workshop-nya kepada kolega mereka di sekolah dan SKG/MGMP masing-masing maupun kepada guru-guru lainnya melalui mailing-list dan web blogger masing-masing.


Kamis, November 15, 2007

YouTube: Kwarta + Partners in Learning



untuk semua..


Kahlil Gibran: Work is Love Made Visible


Work is love made visible. And if you cannot work with love but only with distaste, it is better that you should leave your work and sit at the gate of the temple and take alms of those who work with joy.

(Kahlil Gibran)

Kamis, November 08, 2007

Visi 2008: Adikarsa untuk Renstra Depdiknas


Tahun 2008 sudah didepan mata
..
Sejumlah mimpi telah kusiapkan untuk diwujudkan bersama sebagai adikarsa, adicipta, adikarya bagi pendidikan nasional..

01. e-Mail khusus bagi Guru Indonesia [[email protected]]
02. Web Blog khusus bagi Guru Indonesia [namaguru.guru.web.id]
03. Web Citra (Satelit) Pendidikan Indonesia [depdiknas.go.id/citra | citra.depdiknas.go.id]
04. Pelatihan Konten Media Jardiknas 2008
05. Depdiknas Round Table 360

06. Media Jardiknas v.2 2008
07. Quick Count Data Mikro Kebijakan Pendidikan Nasional 2008
08. Rasionalisasi Notebook : Guru = 1 Nb : 6 Guru SD | 1 Nb : 3 Guru SMP | 1 Nb : 1 Guru SMA/SMK
09. Rasionalisasi LCD Data Projector : Sekolah = 1 LCD : 1 SD | 2 LCD : 1 SMP | 3 LCD : 1 SMA/SMK